Vale

Radaka

L420: High Member
May 24, 2009
491
244
This map will take place in a massive valley between two massive mountains. Massive amounts of more details will take place later when I've spent massive amounts of time progressing the map.

Skybox by Hellfire (cp_caldera)
 
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Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
I'm feeling in a good mood, I'm DLing to give it a complete run through. Will return with a Formatted List.

EDIT: What is this? No Download? What amazing Timing..
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
I really liked this, it's a little too small for anything bigger than maybe 9v9 though, which is actually quite a good thing, will make for some fun Highlander.

Rad1.png

Here I just felt that exiting Blu Spawn was a little too bland, and Also quite prone to Spam and Sentries, a little hole to Hide in would give some cover at the risk of being cornered in there. It also needs more Hiding Dragons.

Rad2.png

The First Point is quite close to the Blu Spawn, so you've put in quite a bit of Sniper Cover, but I think putting a hole on that window (Play with the FOV with it so they don't get too much range) and a metal sheet or something outside of Blu Spawn would Give snipers a little more to do other than flick shots and spamming.
 

Radaka

L420: High Member
May 24, 2009
491
244
Ok, I've named the map now, could I get a moderator to switch the title of the thread?

EDIT: Thanks zpq!
 
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dr_digital2

L1: Registered
Apr 23, 2009
28
8
I don't really have any improvements, but the map looked really good. And I'd totally play it if I saw it on a server... Ya thats all I got
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I can't stop laughing at Rockzo's dragon. I played this a bit before, but can't remember what my critiques were.
 

Radaka

L420: High Member
May 24, 2009
491
244
I did multiple size comparisons to various official maps (the released ones, plus well decompiled), and the fighting areas in vale are a bit small (but only by about 400-600 units compared to dustbowl's first stage). If playtesting proves that it feels cramped with a nearly full game I'll re-size it.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Well I must say I really quite enjoyed it. There's plenty of ways to flank people and it makes for a quite enjoyable battle. There were a couple of time when..Icarus? Or Terr? Said "Oh you bitch" because I kept coming up behind them where they wern't watching.

Definately looking forward to the second and third stage.
 

frothy

L2: Junior Member
Mar 3, 2009
87
21
Someone mentioned they thought the inside area between the points was too cramped, but i have to disagree, I thought it was a good size.

Overall I really enjoyed this map so far. You know, just in case you couldn't tell from me saying "I really enjoy this map so far" while we were playing today. I have high hopes (high apple pie in the sky hopes) for the last 2 stages.
 

Radaka

L420: High Member
May 24, 2009
491
244
Yippee! Not a single gameday post!

edit: Just an FYI I wasn't expecting much feedback, but I got what I needed from the test. All is well :)
 
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lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Well give us a chance :eek:
The map was good fun! I really liked the capture areas, and that which surrounded it, but can't say much on the routes connecting. We did only have 4v4 or something though unfortunately, so I think it needs another run (but you might have had some already before!) to tell how balanced areas are. The water around the point was a great touch!

Cap 1, I liked that one door was good for stickying but you had to watch for the pesky radaka scout coming around the other corner that you couldn't really trap (stickys out of sight).

Cap 2, the water is great for spys, and the building to the right (for red) was interesting - the planks connecting it to the point were good. Like I say though, really need more players for a thorough review!
 

Radaka

L420: High Member
May 24, 2009
491
244
If there's anything I've learned, one extremely important rule to follow is that each area of a map should bring something unique to the table, so I'm running a massive brainstorm to get some cool ideas to build around for the 2nd stage. So far it looks like the first cap will be focused around a watermill, and the second cap will be a massive sawmill (not copying the map sawmill, but there will be at least 1 saw, I hope), both connected by a central river.

In general, I like the idea of building a map around using water as a viable and actually useful tactic thrown in amongst the usual shoot-kill-spawn-repeat stuff.

The "interesting idea" approach was what I used on the first stage, and I'm incredibly happy with it. My friends and I played on just the first stage for 2 whole hours and somehow it didn't get boring. I have high hopes for the 2nd stage, but I've got life interfering as well.

Rest assured though, I will not abandon this map.
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Hey radaka, you give up on lightning? (Sorry havent been around for a while)

Anyway your maps always seem fun, might have to grate myself from aion and test it :p
 

Radaka

L420: High Member
May 24, 2009
491
244
This map actually grew up out of lightning, but became so different that I re-named it and essentially started over. Got some good layouts drawn, but I'm not quite satisfied with cp 2-2 at the moment. Cp 2-1 is going to take place around a watermill (being able to swim up the river will be an option, with that route being a short (3-4 meters) underwater tunnel, with a full cliff wall above to block visibility), with the main fighting occuring between the front entrance to the watermill and the path that curls up around the building to one side. I have another week full of tests coming up, so I look forward to finally having the time to work on this some more.

p.s. You would be amazed at the pile of papers I have on my desk. All various layouts built around the watermill idea. I'm basically just looking for an interesting central idea for 2-2.