[WiP] dom Area 52

Discussion in 'WIP (Work in Progress)' started by ChronoTriggerFan, May 27, 2008.

  1. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    [WiP] dom_perfection

    Current build: alpha 3

    Download the latest build



    Pictures:

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    Well, I deem this map i need of a WiP thread because I need feedback on the layout and such. this does not include feedback such as:This map is too big, and this map has too many capture points... etc.

    Anyway, this is a domination map, if you don't know what that is, check out the complex WiP thread. IT is a port of Area 52 from Perfect Dark.

    From my analyzing of log data, it is apparent that some capture points aren't as active as others;

    Captures per 10 minute round:

    The Storage Room 9
    The Tunnels 8.7
    The Courtyard 5.7
    The Satellite 5.3
    The Power Plant 5.3
    The Overpass 4
    The Labs 2.7

    Obviously the Overpass and Labs need more action, and coincidentally those Capture points are the starting ones for each team... hmm

    To reinforce this, here is the death map of it:
    [​IMG]
    Red are the victims and Green are the killers


    I would post screen shots, but the map doesn't look good with the dev textures, so I'll wait until the detail is finished to post pics...
     
    Last edited: Jun 12, 2008
  2. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    I've been doing some changes to gameplay and as of now, there are interchangeable spawns, and a setup time.

    These interchangeable spawns change team when the associated spawn point changes ownership. The spawns are blocked off when the points are neutral. When the point changes ownership, all the players in the spawn are teleported to a nearby location outside the spawn.

    The setup time allows RED to go to points D and F, and BLU to C and B. G is inaccessible until the end of setup time. The main thing I'm trying to get out of this, is to add some strategy, or at least in the beginning. hopefully then people won't run around on their own now. Another thing I'm trying to get more of is defending of the points. hopefully setup time will allow engineers to set up before the scouts go rampant across the map.


    And as always, feedback on the map is appreciated. The feedback i had earlier got deleted during the forum rollback :(


    Edit: well, apperently no one is giving me feedback on the layout, so in hopes of some feedback, here are some images on the detail I've done:

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    Last edited: Jun 7, 2008
  3. Randdalf

    aa Randdalf

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    This looks much btter in terms of gfx than the version I played in some gameday (which was probably my fave map of the day). Although that roof in the first pic looks a little weird.
     
  4. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    sweet, i'll try it tommorow.
     
  5. YM

    aa YM LVL100 YM

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    That top shack, the roof looks terrible, its good that you've used the displacement idea to make it less of a 'standard' shape but you've taken it WAY too far.

    Also I noticed whilst rocket jumping that the map renders the ENTIRE map all the time...... I hope for your sake its gunna be more optamised than that!
     
  6. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    It will be optimized, I would just prefer that the layout is finalized before i do hints and stuff, so i don't have to redo stuff :p If everything goes well in the next alpha, and there are no more layout changes, I'll start optimizing.

    as for the roof, I'll redo it. was going for a war-torn look, but I now highly doubt that could hold up the satellite i plan to put ontop
     
  7. Nineaxis

    aa Nineaxis Quack Doctor

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    Why not use the bent metal roofing props?
     
  8. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    There are bent roof props? Even if I noticed them before, I probably wouldn't use them because they probably aren't the size I want.
     
  9. DJive

    aa DJive Cake or Death?

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    idk, the biggest problem for me in this map is there are to many unused, large areas, even the deathmap shows them.

    I pref heavy, but play pyro on this map because as a heavy, those tunnels, or outside areas are just hell and take forever to cross.
     
  10. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    As suggested, i redid the layout for this map, and shortened the tunnels a lot. now it is much smaller, but we will have to wait for next gameday to find out :p
     
  11. DJive

    aa DJive Cake or Death?

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    awww cant give us a teaser?
     
  12. YM

    aa YM LVL100 YM

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    I managed to download some leaked files of the next installment of dom_area_52
    Here


    ;)
     
    • Thanks Thanks x 1
  13. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    teaser plx?
     
  14. DJive

    aa DJive Cake or Death?

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    FAV MAP EVAR!!!!!11111eleventyone D:
     
  15. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    there are some new pics on the front post, and I'm taking some new ones now, so be patient :p
     
  16. drp

    aa drp

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    BAN!

    but ill still thank you..... :glare:
     
  17. YM

    aa YM LVL100 YM

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    oh whoops, forgot the nsfw tags.. my bad
     
  18. YM

    aa YM LVL100 YM

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    Your respawn visualisers are on the outside of the doors.............
     
  19. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    Is there a problem with that? They are that way in badlands :p


    Seriously guys, i want real feedback on this, otherwise it plays horrible and then all I've done is wasted my time.
     
  20. YM

    aa YM LVL100 YM

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    are you sure?
    As far as I am aware they are always behind the doors (definitely are in 2fort, dustbowl, gravelpit and goldrush), they look FAR better that way.