Wiretap

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,867
2,977
Oh please, it's not like the spawns are going to drastically change.
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
As promised:

wiretap_intel_003.jpg

I think this is one of your sexiest models yet Rexy. Lovely stuff.

And yes, I am very jealous. :p

Spawn rooms look neat, love the ceiling configuration. Recessing those fluro lights is a great idea.
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
Wow that's a generous offer if ever I heard one! Thanks!

I don't have a firm idea of what I'd want at the minute, hopefully I will by the time I hit B1.

/offtopic


Just out of interest Void do you have a custom particle effect planned for the intel when it's being carried? If not can I suggest some sort of soundwave effect or a ribbon of magnetic tape trailing behind the flag runner?
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I like the spytech, it's very nicely done. The custom intel also brings the whole thing together. I have not played it but from the screens the area around briefcase/phone/recorder looks like it could be hard to navigate in a hurry (very limited space, in other words). Looking good though, can't wait to see where it ends up.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I want to hear the conversation of the losing team play over the PA on map end.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
The double doorframes ~96 units apart are a little disconcerting because they are everywhere, and in particular the one place where it's a tall round one and a short square one.
 

ANova

L7: Fancy Member
Jul 16, 2009
415
132
Now that looks really good
puts pearl to shame
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Model note: Have the flag spin on it's back, not the bottom.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
...I'm not sure that custom CTF model is noticeable enough. In that one screenshot it looks exactly like the props behind it.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
...I'm not sure that custom CTF model is noticeable enough. In that one screenshot it looks exactly like the props behind it.

It spins. It's the only moving part of a static environment, I think we can give the human eye a little credit for noticing movement.
 
Jan 20, 2010
1,317
902
It spins. It's the only moving part of a static environment, I think we can give the human eye a little credit for noticing movement.

I have to agree. I noticed it just fine for the shear fact that it rotated AND that I knew where it was anyway.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
the sentry spot under the ramp is fine IMO, people who complained were pie scouts who just want to run for the intel

The map was still well contested, it is a good sentry spot, but it's an obvious one, and the overlooking pathways made it easy for soldiers and demos to take out sentries built there. Most of the action was still taking place in the middle parts of the map--just as it should be.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Yeah, the intel can be seen quite easily, had to see ingame to be sure. Geez.

And I disagree that the most action is in the middle of the map - to me it seemed more like the battles were focused inside the bases with the occasional duel outside at mid. By removing the health kits from inside the bases and placing more inside the side buildings and splitting up the med health in the mid, I think that would change a lot.
 

WastedMeerkat

L3: Member
Aug 15, 2009
144
142
This corner isn't the same texture as the surrounding walls:
http://dl.dropbox.com/u/4072938/ctf_wiretap_a40004.jpg

You can walk under this ramp:
http://dl.dropbox.com/u/4072938/ctf_wiretap_a40005.jpg

Make these non-solid:
http://dl.dropbox.com/u/4072938/ctf_wiretap_a40006.jpg
http://dl.dropbox.com/u/4072938/ctf_wiretap_a40007.jpg

Put a trigger_push on the light poles:
http://dl.dropbox.com/u/4072938/ctf_wiretap_a40008.jpg

This room seems to be useless. Put some ammo in it, perhaps?
http://dl.dropbox.com/u/4072938/ctf_wiretap_a40009.jpg

A step down is kind of strange looking. Try making this a step up, instead:
http://dl.dropbox.com/u/4072938/ctf_wiretap_a40010.jpg

Jumping out of this isn't hard, but can be a little weird when you hit the ceiling.
http://dl.dropbox.com/u/4072938/ctf_wiretap_a40012.jpg
Make it like this instead:
http://dl.dropbox.com/u/4072938/ctf_wiretap_a40011.jpg
 

gastrop0d

L3: Member
Apr 22, 2009
110
33
I feel like there are too many passages and complexity inside the base.

Outside areas felt a little too spacious, for instance the roomy building next to the base could be smaller, and the distance between the bases a touch smaller. It just felt like a lot of time out in the open which really slowed things down.

I really like the bridge, its a great kind of center piece for the middle battle area. Basically i think if you shrink the area around the bases themselves; reduce the size of the side buildings, which brings the bases slightly closer together; remove some of the passages in the base or something to cut down the complexity of the base, I think the map will play much faster.