Deep13

Discussion in 'Map Factory' started by Dr Forrester, Apr 17, 2010.

  1. Dr Forrester

    Dr Forrester L2: Junior Member

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    Progressed this far about 6 months ago, then kind of stalled out. Spawnroom doors are kind of a hodgepodge to make them one way (really wish doublecross would have been out when I last worked on this), and I'm kind of limited in my mapping skills. Still, while I feel it's a bit lacking, I'm pretty proud of the progress I've been able to make thus far, and thought I should probably share this.

    This was primarily made for "event nights" on the private server for our clan, and it's far improved from the early alphas I started with early last year (it started as an arena map). Since then, It's kind of grown into what it is now.

    My design philosophy covered 3 things:
    1. Every class should have something to do.
    2. The higher you get, the more vulnerable you are to compensate for the height advantage.
    3. This is a Mad Scientist's experiment, so sometimes the stage actively works for or against you.

    The Pistons were supposed to be a nasty surprise for people that capped the point in the arena version. I kept them in the Koth version because I thought it made things a little interesting to have the cap point changing position as the map played through, plus the crush point makes it a bit harder for the defenders to hold the point.

    Don't know if there will be any further versions...I may try to implement any changes suggested, if I get the time. Even if I don't though, I appreciate your feedback!
     
    Last edited: Apr 17, 2010
  2. honorum646

    honorum646 L6: Sharp Member

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    I see not these pistons of death.

    Also, LARGE health packs on the lights?
    And, deathtraps = pisses people off.
     
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  3. Dr Forrester

    Dr Forrester L2: Junior Member

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    The pistons come out of the walls from just above the glass "dome". Gates pop up, the point rises to the top of the dome, the walls open up, and the pistons crush any unsuspecting parties still standing on the point. It seems to de-synch slightly as the round progresses, making it easier to avoid as the round progresses. And damn, I wish I could say that was intentional.

    And the large healthpacks are virtually unreachable. you've got to not only be able to MAKE the jump, but you have to know when the little "invisible door" around them is actually open (which is on a random timer with hardly any indicator). It's mostly to make idiots kill themselves trying to get to them.

    I'll be honest. The maps is a little gimmicky (though not nearly as much as the pre-alpha arena version - see attached image) which had random teleports, etc.. The only real deathtrap in the map only fires off when the point is capped, and if you know it's coming, you can avoid it. usually.

    And deathtraps DO piss people off. But moreso when it's completely random. I've actually seen a few instances of this map where the defenders won because everybody bailed from the point just as it was about to cap so they wouldn't get caught in the crushing. The idea is for it to be kinda like the trains in well, rather than "random smashy thing that crushes you for no reason"

    One thing I would LOVE to do if I ever get started on the next update is to figure out how to implement the whole "hit by a train" death sequence on the pistons, rather than just random crushing.

    I think, were I to try to revamp this map into another game mode (ctf comes to mind, but would require a large reworking) I would either remove the pistons entirely, or have them be "broken," firing off randomly, but never coming together enough to actually smash anyone.

    Thank you for your feedback, though! Even if I didn't properly address your concerns, I hope I at least was able to shed a little light on my (possibly flawed) reasoning behind the decisions I made.

    And yes, I know what I did with the healthkits on the lights is a dick move. But is was just too funny to watch to not do it :D (I'll probably remove it in potential future versions if too many people disapprove)
     
    Last edited: Apr 17, 2010
  4. StickZer0

    aa StickZer0 💙💙💃💙💙

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    That seems awfully unbalanced and unfair to the attackers who spent their time getting onto the point, and losing because of an uncontrollable outside influence. I can imagine them getting pretty damn pissed off.
     
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  5. Dr Forrester

    Dr Forrester L2: Junior Member

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    To clarify: the attackers didn't lose because of the crushers. The attackers lost because they all ran off the point so that they wouldn't get crushed after the point was capped. If simply one of them had the guts to stay on the point, they probably could have held out and won. But they all independent of each other buggered off, and by the time they all realized their error the defenders had regrouped and kept them off for the last few seconds. They all chose to save their own butts, rather than sacrifice themselves for the good of the team.

    But honestly, this map isn't really intended for "serious" (Fox only, no items, Final Destination) gameplay... it was always the most fun for us when it was just our clan playing around on the map in events, hearing the "holy shift*!" from the new guy when the point was capped... I guess you could say that if, say, Coldsnap (which looks awesome, btw, love your work, Icarus!) is the dream date you try to take to the prom, this map is the girl where you skip the prom and hang out watching FLCL and getting your ass kicked in Street Fighter with. Not that either of those is a good or bad choice, but you don't go out with the dream date expecting her to like FLCL (although it's nice if you find out she does, but I digress...)

    Also, sub-note... sorry if this post is a bit noodley in the logic department, but I'm running on about 3 hours of sleep, a pastry related sugar high, and the latest episode of Doctor Who, so the brain is a bit wibely-wobely. If I've said anything stupid, please forgive. I had better stop now, before I go on some nonsensical rant about Ocelots, which seemed pretty funny the first time I typed it, but I now realize before I hit submit that it was all probably a bit rubbish and unneeded.
     
    Last edited: Apr 17, 2010