Terminal

Discussion in 'Map Factory' started by absurdistof, Feb 28, 2010.

  1. absurdistof

    aa absurdistof

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    Entry

    Sooo, after the previous map in this thread fell flat on it's face, here's another one! (to take its place :p)

    It's a medium sized yet-to-be-named sort of map of the standard ctf flavor, made with the envisioned on some sort of station above the water. Currently the mid isn't too much too look at, at first thought I liked it, on second thought I laughed at the first thought for being ridiculous. I might expand mid and make it more interesting in a2, but only playing it will tell.

    If you should so think yourself brilliant enough to don a name to this esteemed map, please feel free to do so keeping in mid that the detailed version is planned to seem corroded and rusty, possibly with leaks and definitely with puddles. Some wood, not much concrete, and a lot of sun.
     
    Last edited: Mar 13, 2010
  2. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    It looks fun. But it looks like there are quite big sniper lines, but that'll be tested on gameday. :)
     
  3. absurdistof

    aa absurdistof

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    Yeah it's scheduled for Wednesday. I tried to cut off most of the sniper lines where a sniper is in cover, any other ones will or would come from the sniper standing on open ground.
     
  4. Ravidge

    aa Ravidge Grand Vizier

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    Honest: you should start over and don't forget the sniper class when building the layout this time. The sightlines are brutal. And I think the whole gigantic square concrete/metal building setting is a bit off-putting, just too dull...

    Lead the players a bit more, I think you're handing out too much space to use here. People can see each other too early and start firing off 3-4 damage shots before even being able to distinguish what class the opponent is. More corners, hallways, important rooms, height advantages, chokepoints, flank route!

    Good luck.
     
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  5. absurdistof

    aa absurdistof

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    Thanks for the advice, and truth be told shortly after I released it I pretty much came to the same conclusion :(. It's scaled up way too much and I think that's mostly due to the fact that I didn't run through it until I was practically ready to release. Anyways, I'm about to release another one (I think I might edit this thread as it were) that hopefully wont be as problematic.

    Thanks again though :D feedback appreciated.

    EDIT: Everything after this post is for the new map!
     
    Last edited: Mar 7, 2010
  6. Snacks

    Snacks TODO: Clever title

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    ctf_entry2:

    Spawn doors are not filtered
    Spawns do not have visualizer
     
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  7. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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    Dear god it isn't called ctf_entry2 is it? It IS ctf_entry_a2, right?
     
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  8. Leminnes

    aa Leminnes

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    It's entry2, just DL'd it. Should proly fix that, absurd, as well as the things snack mentioned.
     
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  9. absurdistof

    aa absurdistof

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    Thanks for that! o.o

    Will do snacks, I knew something was up. And unfortunately zpq, it is.. I noticed that when I posted the DL link on gameday, hopefully ABS will take pity on my soul :(.

    I'll slap on a nice _a1 which should really be an _a2 but then I'd feel weird :S
     
  10. absurdistof

    aa absurdistof

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    Ok did a little fix of that _a1. I do believe I am accident prone. Map had a tiny leak :/

    Anyways, it's fixed and I switched some player clips to skybox to prevent some possibly annoying spam.
     
  11. Snacks

    Snacks TODO: Clever title

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    ctf_entry2_a1fix:

    Red spawn wave time is set to 7
    Blue spawn wave time remains at default
     
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  12. absurdistof

    aa absurdistof

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    You.. you are good at what you do :D

    Thanks again I guess I had the delay set to 7 and the parameter set to 0 :S

    EDIT: Also changed the name after compile, also finished cubemaps in console. :p

    I'm pontering making the central hill a literal dirt hill, of the same height. The intel could be in a shack. Ideas?
     
    Last edited: Mar 13, 2010
  13. absurdistof

    aa absurdistof

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    Ok so keeping in mind all that happened over the mini-playtest today, I drafted this up as a possible alternative to the existing layout: [​IMG]
    Comments?
     
  14. SlayerBlitz

    SlayerBlitz L3: Member

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    I greatly enjoyed my time playing on this map and I thought it was very good.

    I dont really have complaints, more like suggestions.

    1st, under the water areas, below the step below them, in the low area near the spawns, you should put some water so that 1 people wont take falling damage, 2 so that people can extinguish themselves.

    2nd, their needs to be more routes to the courtyard then just 1. Maybe so that when your running up to the area from the base, you could go forward up a ramp to a 2nd floor, or right like you have it now.

    3rd, You need something in the middle. Maybe a death pit, or a 2 story building, or maybe just a small shack or something. its just a wee bit too open their.

    4th, the main base areas outside of spawn felt WAY too big. Maybe bring things together a bit, or build a actual base, instead of just spawn rooms, courtyard, and intel tower.

    5th and final, you should raise up the intel towers a bit, they were way to easy to attack. Also maybe put more room in the intel tower.