I'd choose the sky that appears in a map like Hydro or Ravine (or one without a cloud that is bright at the horizon).
Or a custom skybox with some northern lights!
I'd choose the sky that appears in a map like Hydro or Ravine (or one without a cloud that is bright at the horizon).
I don't get why you insist on making a 32-player map (unless you're making it for servers like 2f2f and other spamfest-instant respawn servers) but it looks nice visually. Props to Ace for making the textures..
Incredible! the rock texture looks better, but it's still over-contrasted IMo.
pepper's right. I wasn't going to address that concern, but here's the thing. 32 player maps scale well down to 24 and lower. 24 player maps do not scale well up to 32 players. This map, I promise, will be an excellent comp map. The entire middle area is full of height variation, and since both teams clash with their intel carriers, it's important for all 6 to stick together while seeking out the opponents' carrier. I test with 32 because it's far more rigorous and displays design flaws faster than 24 player playtests do; it's very easy to tell when a sentry location is OP in a 32p pub. 8 more players means 8 more people to find bugs and clipping issues. I get more raw data from the larger playtests. This says nothing about how I view smaller games. I'm committed to making this map fun for all game sizes, even though one of my design criteria was to make a 2fort that doesn't jumble together so tightly in the middle and provide problems with 32p servers. Larger spaces does not mean "empty map"; it's about how you direct player flow. Although the middle's larger than 2fort, respawn times still dictate that players will meet directly in the center, and then once that initial fight is over, the next wave should spawn right when the "victors" in the center have moved on to enterng the capture zone area, whch takes about 8-10 seconds to regroup, get health etc; respawnwavetime s 6 seconds, so respawners'll come in between 6-12 seconds to intercept.
Sidenote: 2f2f has no respawn reduction except on gimmick maps like hall of death.
I'm smart enough to judge what needs to be changed not based on simple observation but a variety of factors. I'm wondering when this thread will start discussing actual problems with the map instead of poking at the mapmaker's process.
I'm smart enough to judge what needs to be changed not based on simple observation but a variety of factors. I'm wondering when this thread will start discussing actual problems with the map instead of poking at the mapmaker's process.
I'd love for them to try the map, however I'm hard at work on _b1 so I'm unsure whether to pursue servers to run this at the moment. I'd also like to wait for the companion piece that Acegikmo's working on. However if anyone knows any comp league runners etc, maybe make them aware of this for me? I'd really like to make this a competitive map as well as a fun pub map.