[WiP] dom Area 52

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
[WiP] dom_perfection

Current build: alpha 3

Download the latest build



Pictures:



















Well, I deem this map i need of a WiP thread because I need feedback on the layout and such. this does not include feedback such as:This map is too big, and this map has too many capture points... etc.

Anyway, this is a domination map, if you don't know what that is, check out the complex WiP thread. IT is a port of Area 52 from Perfect Dark.

From my analyzing of log data, it is apparent that some capture points aren't as active as others;

Captures per 10 minute round:

The Storage Room 9
The Tunnels 8.7
The Courtyard 5.7
The Satellite 5.3
The Power Plant 5.3
The Overpass 4
The Labs 2.7

Obviously the Overpass and Labs need more action, and coincidentally those Capture points are the starting ones for each team... hmm

To reinforce this, here is the death map of it:
2522770800_00922a43f7.jpg

Red are the victims and Green are the killers


I would post screen shots, but the map doesn't look good with the dev textures, so I'll wait until the detail is finished to post pics...
 
Last edited:

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
I've been doing some changes to gameplay and as of now, there are interchangeable spawns, and a setup time.

These interchangeable spawns change team when the associated spawn point changes ownership. The spawns are blocked off when the points are neutral. When the point changes ownership, all the players in the spawn are teleported to a nearby location outside the spawn.

The setup time allows RED to go to points D and F, and BLU to C and B. G is inaccessible until the end of setup time. The main thing I'm trying to get out of this, is to add some strategy, or at least in the beginning. hopefully then people won't run around on their own now. Another thing I'm trying to get more of is defending of the points. hopefully setup time will allow engineers to set up before the scouts go rampant across the map.


And as always, feedback on the map is appreciated. The feedback i had earlier got deleted during the forum rollback :(


Edit: well, apperently no one is giving me feedback on the layout, so in hopes of some feedback, here are some images on the detail I've done:

wreckedbuilding.jpg


pipesoverhead1.png


2546885105_48bc09205e_b.jpg
 
Last edited:
Feb 14, 2008
1,051
931
This looks much btter in terms of gfx than the version I played in some gameday (which was probably my fave map of the day). Although that roof in the first pic looks a little weird.
 

YM

LVL100 YM
aa
Dec 5, 2007
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That top shack, the roof looks terrible, its good that you've used the displacement idea to make it less of a 'standard' shape but you've taken it WAY too far.

Also I noticed whilst rocket jumping that the map renders the ENTIRE map all the time...... I hope for your sake its gunna be more optamised than that!
 

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
It will be optimized, I would just prefer that the layout is finalized before i do hints and stuff, so i don't have to redo stuff :p If everything goes well in the next alpha, and there are no more layout changes, I'll start optimizing.

as for the roof, I'll redo it. was going for a war-torn look, but I now highly doubt that could hold up the satellite i plan to put ontop
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
idk, the biggest problem for me in this map is there are to many unused, large areas, even the deathmap shows them.

I pref heavy, but play pyro on this map because as a heavy, those tunnels, or outside areas are just hell and take forever to cross.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
awww cant give us a teaser?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741

YM

LVL100 YM
aa
Dec 5, 2007
7,135
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are you sure?
As far as I am aware they are always behind the doors (definitely are in 2fort, dustbowl, gravelpit and goldrush), they look FAR better that way.