[O];61644 said:
first of all i would like to say WHAT A GREAT ORIGINAL AND FRESH IDEA THIS IS.
personally im attracted to maps that take the standard game types and add a little twist to them, without twisting it so far that its unrecognizable.
whats [also] so great about it is that its such a straightforward idea.
Cheers mate!
[O];61644 said:
NOW...the actual work is great as well. visuals are very well done. displacements, lighting, detailing and themes. this must come after experience of the first map you did?
Well, to be honest, I had started a few maps and trashed them still at the early stages....I really enjoy CTF a lot, due to its simple and rather hectic gameplay. But I wanted to do something different.....
[O];61644 said:
a seperate compliment must be iven to the idea of giving a visual indicator of the "current intel situation." this shows you've thought about your core concept through well and have even gone into "detailing" the concept [if you know what i mean] with such touches.
That came about by the great feedback I had got on this forum and during the few in games tests I had carried out.....
[O];61644 said:
my one humble word of advice would be one that i would give to all twilight/night maps--be careful with the lighting so that it doesnt turn out to be a spyfest!
your lighting is well done visually, but i havent played through enough to see how many dark locations there are, where they are located, the distances between,
and their proximity to ammo packs.
To be honest, in game it doesn't look that dark - lighting this map was a complete bitch and I think it may still need some tweaking - I will be closely studying the replay after the Euro gameday on Friday to look for areas that are simply too dark....
[O];61644 said:
on the other hand it IS a night map so DO give a slight advantage to spies [it only makes sense], but not to the point of everyone else gettign disgusted. get some deliberate spy balancing test days.
I think the gameday will be a good test of the following issues that may arise:-
1) Intel Room 1 is too difficult to get to initially - once you do capture Intel 1, then the cavern is accessible and this opens up the map
2) Lighting - areas too dark :facepalm
3) Train - timing - too often and other train associated bugs that may appear...
4) I may have the cavern are become available once the intel has been 'taken' (NOT captured) so, although the attackers have got through the defenses, they do not have to trawl back through the base, they can use the cavern entrance / exit as a means of escape :drool1:
5) Try and work out how to populate the middle 'no-mans' land - at the moment I just plonked a few big boulders in the middle, added some trees (although I did that with some thought, and although it seems a little dark around the base on the tree, player clip negates players players hiding too much)... :sneaky2:
Hopefully you can play it on the server on gameday tomorrow night and see it with a full contingent of players?
Thanks muchly for the feedback - it is appreciated :thumbup:
Nosh.