Perception

Discussion in 'Map Factory' started by DjD, May 26, 2010.

  1. DjD

    DjD L5: Dapper Member

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    Another map I'm work on at the moment, a King of the Hill map located in a swampy wasteland. :O

    The name of the screenshots isnt updated yet.

    05-26-2010:
    finished the complete redesign of the map

    Download now available
     
    Last edited: Jun 5, 2010
  2. Eyce

    Eyce L6: Sharp Member

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    The way it currently looks immediately reminded me of a Water Park just begging for a lawsuit.
     
  3. DjD

    DjD L5: Dapper Member

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    is that good or bad for a first impression? ;)
     
  4. Eyce

    Eyce L6: Sharp Member

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    4 Waterslides encouraging a head-on collision will always be awesome. :p

    ...Seriously though it looks like it'd be very hard to hold given the height advantage involved.
     
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  5. DjD

    DjD L5: Dapper Member

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    at least this means that both teams have trouble holding it, which balances it out.
    i consider to make the slopes go upwards instead of downwards though.
     
  6. Nutomic

    Nutomic L11: Posh Member

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    This isnt what these supports are made for :(

    rather for supporting rocks, like in dustbowl stage 1

    youd better put some walls or something there.
     
  7. DjD

    DjD L5: Dapper Member

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    as i said, its pre-alpha, the final layout will definetely be different, these wood supports are just placeholders (but they look ok even without supporting rocks imo ;) )
     
  8. Prestige

    aa Prestige im not gay anymore

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    how big is the height advantage from the top of the slides to the point? no more than 128 units?

    might need to shorten cap times. also the "spawnwalk" has almost no cover and has basically one route :/
     
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  9. DjD

    DjD L5: Dapper Member

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    thx for feedback, but right now I'm at redesigning the whole map, with sightlines etc in mind, pics weill be up soon.
     
  10. Bad Vlad

    Bad Vlad L2: Junior Member

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    Hard to hold is better than hard to attack, like in koth_shell, although it got pretty annoying how no-one dared to go on the point.

    If I had to choose between a hill and a dale to put my point at, I'd pick the latter.
     
  11. DjD

    DjD L5: Dapper Member

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    you have a good point there, although in my current layout it isnt a dale anymore
     
  12. absurdistof

    aa absurdistof

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    As long as there isn't a completely uncappable point I'm satisfied.
     
  13. DjD

    DjD L5: Dapper Member

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    Btw, is there a way to change the thread title when I found a new fitting name for my map?
     
  14. absurdistof

    aa absurdistof

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    Ask an admin/mod.
     
  15. littleedge

    aa littleedge L1111: Clipping Guru

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    Just to be cautious, make sure you don't have any capital letters in your map name when you compile. You capitalized the thread title, so I'm just makin' sure you don't mess up on compile.
     
  16. DjD

    DjD L5: Dapper Member

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    yes thx for advice but I already knew that
     
  17. DjD

    DjD L5: Dapper Member

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    bump: updated screenshots after finishing the complet redesign
     
  18. absurdistof

    aa absurdistof

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    Well, from your screenshots I have to say this. First, I really (truly) like the oddly rotated buildings. But, what would we be without dem issues?

    First off, I would replace your two mirror-rotated cars in the first screenshot with just one. I would also work on expanding out the chokepoint in the middle of the map. Right now a player can only go through the hill, or they can try and go around the sides, but each way is very easy to block, so I would advise opening it up with potentially more buildings in order to slow a quick takeover and hold of the middle.
     
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  19. alecom

    alecom L8: Fancy Shmancy Member

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    Please don't allow people to jump up above the point/roof ):
    Otherwise I liked mid! (You are still sorting sightlines right?)

    In terms of layout, just a few small buildings with nothing in them is not quite the way to go! Try and do more with the landscape than just putting trees and rocks for the sightlines.
     
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