Ice4

Discussion in 'Map Factory' started by jpr, Jun 2, 2009.

  1. jpr

    aa jpr

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    After countless remakes of my old map, ctf polarity, I think I've finally reached perfection... Or something, I mean... Yeah, anyway. The map evolved from a 6-flag CTF map to a double A/D map with 5 points. The basic idea is still the same. You must capture the other team's two points, while defending your own. Once the enemy captures your point, there's no getting it back. Only the owner of the middle point can attack. Capturing the middle point changes the teams' roles.
    Enjoy and stuff.

    UPDATED TO A3
    Changes from a2:
    -Both teams can no longer attack simultaneously. You have to own the middle point to attack.
    -Both teams now have only one spawn, which has access to the middle, A and B points.
    -Removed the optional shortcut and made it a regular route.
    -Adjusted spawn times
    -Remembered to build cubemaps :p
     
    Last edited: Jun 7, 2009
  2. MangyCarface

    aa MangyCarface Mapper

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    Your brushwork is showing leagues of improvement over your previous maps. Very nice and clean, good work!
     
  3. Kronixx

    Kronixx L5: Dapper Member

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    lookin good, looks promising
     
  4. jpr

    aa jpr

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  5. jpr

    aa jpr

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    I'd like to add that this first alpha is highly experimental and migth not work that well as it is
     
  6. jpr

    aa jpr

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    Gameday bawmp.
    It appears the version played today won't be the second but the first alpha, so, well, suffer.
    EDIT: ABS was kind enough to add it, so forget about what I just said
     
    Last edited: Jun 5, 2009
  7. jpr

    aa jpr

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    Thanks for the gameday guys, I got some cool constructive criticism, like "lol deres water even tuhoug tehres ice ereverwhere" and "teh midle piont is usless even thgugh it isnt but i jsut dint raed the intsructions".
     
  8. Shmitz

    aa Shmitz Old Hat

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    Your layout is trying really hard to be a 5-point push CP map, but your entity mechanics are doing something significantly different. Change the layout to support the kind of gameplay you want better, or change the mechanics to standard 5 CP.

    I think that in either case, the map is too big for your spawn setup. You need more forward spawns so that the attacking team can press their advantage, and not get bogged down because they have farther to run. Either that, or if you want to keep your unusual mechanics, just shorten it a bit and make a team's two spawns laterally aligned, instead of one behind the other.
     
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  9. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I loved this map, the scaling was perfect. The sewer system seemed very long though, so most people tended to avoid it. But maybe that's the point?

    The entity setup is very intrigueing, it's certainly a new take on the CP mode and i thouroughly enjoyed it. It somehow managed to avoid ever stalemating as a result which was good.

    What i would suggest is allowing the central point to give access to a forward spawn. so that the team can attack the base properly. If it is recaptured it will give the other team a chance to attack.

    A possibillity to even out the game if this happens would be to allow the re-capture of the central point to recapture all your previous locked points. To save a sneaky spy capping the map whilst the new attackers attempt to assault. This would atleast clear up any confusion as to who's attacking because people didn't know whether it was A/D or CP. But you will need access to the central CP from spawn/CP1 area.
     
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  10. jpr

    aa jpr

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    Allright, thanks for actually useful comments, I'll make some major changes to the layout for the next gameday, hopefully for the better.
     
  11. Randdalf

    aa Randdalf

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    Whilst the layout was nice, the entity system is utterly confusing and does not fit in with the layout you made at all. Gameplay usually resulted in both teams camping mid (because there were only 2 ways out), making it all but impossible to get to the 2nd point for either team, unless they sent a ninja scout or spy to it - and even then they were stopped 75% of the time. When a team finally manages to cap 2nd, last is either capped instantaneuously by the same scout who capped 2nd, or it stalemates here for a while, when the other team caps the other teams 2nd point. The layout is not conducive at all to the intended gameplay.

    Another point to mention is that when a team is defending last after taking the 2nd point from the other team, the long spawn tunnel to last made defending it very difficult.

    I didn't see many signs, although I'm sure they're there, but I didn't have much problem finding my way around.

    The map was well-built for a dev map, although I felt that some displacements were too low, as I thought I could jump on them, and a few staircases looked awkwardly steep.
     
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  12. jpr

    aa jpr

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    Thanks for commenting. The gamemode is experimental so I wasn't completely sure how it would work before playtesting it with other people. And yeah, it didn't work that well (Though I still think they shouldn't have skipped it), but with gratzr's and shmitz's ideas I'm trying my best to make it better.
     
  13. jpr

    aa jpr

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    alpha 3 is now released.