Deadrun

Vigilante212

L420: High Member
Dec 21, 2008
481
33
Yea im looking into scrapping the second half of the map past the tunnel. I just gotta figure out what to do about it.
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
Yea im looking into scrapping the second half of the map past the tunnel. I just gotta figure out what to do about it.
The ending is just to much, the part after the tall valley coming from the tunnel into the final area where the second spawn is is to big. You should move the capture point ALOT.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
I deleted the entire second area of my map it now ends where the tunnels began. I may later choose to add a second stage if I can come up with an acceptable design.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
Yea I noticed an engy in there at round end :) have no fear will be fixed come next version. Other then that what did you think?
 

heinrich

L1: Registered
Aug 25, 2009
5
1
I loved this map when I played it on gameday a few weeks ago. It is better now with the smaller redesign.
Its a bit too dark in the indoor areas but of course its only in alpha.

When you are on the bottom part of the map it should be easier for non high jumping classes
to get back up without having to run the whole way back through the cave. could
you make it so you can get to the ledge that leads to the alternative spawn door.

http://img200.imageshack.us/img200/6310/dr1s.jpg

Also seeing as the jump to the battlements is possible you should put a health pack inside
but not the biggest kind because that would benefit a camping sniper too much.

http://img269.imageshack.us/img269/4443/dr2p.jpg

Even though I like that you made the map smaller, rather than wasting the second area
entirely, have it as a second stage. Put the two areas side by side, one on a higher elevation.
Whoever wins the first round gets a height advantage in the next.

Excuse the crummy edit job.
http://img217.imageshack.us/img217/1381/dr3.jpg
 
Last edited:

Vigilante212

L420: High Member
Dec 21, 2008
481
33
I loved this map when I played it on gameday a few weeks ago. It is better now with the smaller redesign.
Its a bit too dark in the indoor areas but of course its only in alpha.

When you are on the bottom part of the map it should be easier for non high jumping classes
to get back up without having to run the whole way back through the cave. could
you make it so you can get to the ledge that leads to the alternative spawn door.

http://img200.imageshack.us/img200/6310/dr1s.jpg

Also seeing as the jump to the battlements is possible you should put a health pack inside
but not the biggest kind because that would benefit a camping sniper too much.

http://img269.imageshack.us/img269/4443/dr2p.jpg

Even though I like that you made the map smaller, rather than wasting the second area
entirely, have it as a second stage. Put the two areas side by side, one on a higher elevation.
Whoever wins the first round gets a height advantage in the next.

Excuse the crummy edit job.
http://img217.imageshack.us/img217/1381/dr3.jpg

I dindt see any responce to my thread so thats why I havent responded lol. Anyway on point 1 yea I plan on havinga a few boards that go from the top of that rock ledge to the walk way. On point 2 I believe thier is a health pack right inside the shack in the middle. I did end up scrapping the entire second half, but Im alot happier with what stage 2 is now. However I do need to optimize it a bit.

And Grazr I dont know prob cause your slacking :)
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
Ok im aware that there are FPS issues especially with the second stage, I wasnt able to confirm how bad they would be though until it was playtested. I have already remedied most of them.

For all those that asked what the big building in the end of stage 2 is that will be where the carts go into eventually, I just didnt have time to work on it. I will also be adding more buildings in stage 2 to help slow scouts down, but I saw a pretty good sampling of classes playing without much issue.

The setup time for stage 2 is to allow engies a bit of time to setup. If it doesnt play well I may add setup gates and cut that crossover with a building.

One thing I would like to comment on is the lack of comments. I cant watch everything in the demos, so if you see something wrong let me know.
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
Next time i play this i will give more feedback. I have been missing alot of gamedays lately because of school unfortunettly.