[WiP] dom Area 52

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
only problem I had was that the neutral spawn locked me in so I had to suicide because the control point was taken while I spawned in there. Just make the neutral spawns have 1 way doors that both teams can use.

I still feel there are a few too many pointless long corridors but at least you got rid of some of the windy paths.
 

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
you shouldn't be able to get into a neutral spawn point, at all... but for the real problem, there is a semi-working solution already. if your in the spawn room and the point gets capped, you teleport nearby outside the spawn. Though what i think happened is that you spawned somehow after the teleporter deactivated, as it is only enabled for a second. So I believe the solution is to make the teleporter enabled for 3 seconds or so.
 

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
figures i should resurrect this. I've been trying to balance the sides a bit, so the map's room layout is pretty mush symmetrical. now all the skill comes in how well your team can defend your primary points. the new room which is replacing the tunnel cp is going to be an aircraft hangar, for the research labs secret aircraft or something. here is the basic version of the room, layout courteous of Apex.
555c1d8c.jpg

(you might notice those new signs that say I made it and to post feedback. Template courteous of Youme.)
 

DragonFlame

L1: Registered
Apr 23, 2008
38
2
Here are my gripes, posted in an orderly list :p.

1) Too big/and or confusing. (i honestly wouldnt mind the size if i knew where i was going)

When i was playing this map, i never saw a cp being capped on the HUD and knew the quickest way to get there from my current position. (A couple times i didnt know a way period)
This means that when i was playing i never thought to actually go and disrupt a capture, i just roamed around and capped whever i found an enemy point.

(this might just be me, if so, ignore)

To fix:

-Signs (i assume you probably are gonna do this anyway)

-Make distinctions between areas (probably will come with textures)
If i knew that "The middle cap point is across from the skull" that would help me find my way around, please make a bunch of these. (bad example, sue me :p)
2) The spawns

I find that many times, after leaving the spawn and wandering around a while, i would get aattacked (duh :p). If i lost the fight, then i died. but if i won, i was normally low on health. I find it very difficult to find health and the next time i found somebody i would still be hurt, and most likely lose.

to fix this you could:

-Add more medkits around the map, i would rather have a bunch of small medkits than a couple of large/med ones.

-Make the respawns have some sort of healing capacity, even if it is just a few small medkits

-in relation to the above point, make the respawns also resupplies.

That is all for now, also...not sure how to change this, but i found this map prone to steamrolling.
 

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
Ok, now that i have returned from my week sailing, I can get some things sorted. Perfection_a4b is being compiled now, will be uploaded without hesitation. Then i'll update the first page here.

DragonFlame

Suggestions of signs, like the ones in science, will be used. maybe this will promote some more strategy instead of useless running around and capping.


Since this is the final alpha, i will most likely get some basic textures in there, as well as some detail. Maybe this will help with the above point as well.

There are health and ammo kits in every cp area, maybe your just missing them. I haven't got sufficient enough testing to determine if they are correct placements or not.

For the re-spawns, There is an issue with this. but still, I doubt that anyone would be effective with it. so i may test it just for this alpha, then make my decision.

Anymore comments and suggestions,(especially on layout...), I need them. so don't hesitate to post them here.