Right the map this thread is all about was abandonded by me for a month then i decided to continue the project to an extent.. it's currently ready to be playtested however if people do decide its worthy of finishing i would have to start from scratch as there are way too many problems and optimizing would be too much trouble in its current state.
Here's a link for the map the name is only temporary ofcourse..
Secondly as i have lost hope in the first map i have started a new 5 point Cp map it's ready for testing but expect bugs as it's not even 24 hours old as of posting..
Comments on whether it's too small or needs certain gameplay adjustments only please.Ignoring the obvious bugs and things like details and doors as they will obviously be added later.
**UPDATED** See Post Further Down
Thanks in advance, Mehby
Last edited by Mehby on Tue Jul 15, 2008 11:12 pm, edited 1 time in total.
I have had a run around your map and so far it looks good. I would say that the size of the map as a whole is fine, cp maps can be as small as you want them as long as you keep the gameplay good. Leaving out the obvious things that need fixing like cubemaps, i couldnt see any major flaws that could affect the game play.
In this picture above i dont quite understand why their is that huge wood block sticking out. I think that pyros will suffer on this map abit, as the size of the area for the second point is huge and their is not cover so pyros will be easy to target their. Also engineers wont do to well either becasue of the same reasons as the pyro. Each team will need about 2 or 3 engineers if they are to defend the points as one engineer wont be able to cover alot of ground and will be a easy target.
I wouldnt go changing anything yet that i have commeted on, wait untill the playtest as i could be wrong.
yeah i'm not sure how to go about fixing cover issues the 2nd points are way too open i noticed that myself, as for that wierd block i probably shud have ran thro the map before uploading to download but as it wasnt there on the last compile before a few tiny adjustments i didnt expect anything like that, i'll be sure to sort that out atleast any ideas on how to provide cover for 2nd points corridors/tight corners work best for pyros and/or engis but i havnt quite figured out a viable option, did just think of an attic kind of small area above the point for a sentry perhaps and ambushers. there are absolutly zero cubemaps at the moment i didnt really see much point this early on fixing more important bugs first as cubemaps really dont do alot aside from making everything look right and remove the purple squares.
what did you think of the middle area's size too small perhaps? is the layout easy to work out cus the 2nd point is upstairs could confuse people.
I actually think that the middle point is very good, i like the size of it aswell and i think that it will provide some good battles for the middle point. I would say that the layout is easy to learn to be able to just jump in and play. Near the first point where you have those boxs stacked in lots of rows, i didnt notice the exit in between them that leads out to the middle the first time, i only noticed it when i was capturing the middle. Maybe put a few more signs and arrows around.
A attic over the second point like in well would be good as it gives the engineers a place to setup a decent defense. Also a ambush point for the pyros who could wait for the right moment to drop down and surprise the enemy. You could try and do something like this layout for the second point:
The green blocks are walls and would split the area into two parts. Then the other two green blocks at either side of the middle walls would just act as some cover that the engineers could build behind. The gray square blocks are just concrete blocks that would provide some extra cover for people like heavys. The point could be slightly raised off the floor just to make it more visually interesting as it is just flat at the moment.
The attic would go directly above the point but would need to be not to big so when engineers are up their it is a not too good of a spot. So make it so the engis cant cover all 3 of the spots from the attic which lead up to the second point, like so he cant cover the stairs.
right well heres the second version then ^^ with an attic and extra cover it's still very basic lighting is terrible i know but i want to see how it plays now without any major bugs that i can notice the attic is a little short on height but you can run straight through (jumping could be an issue, don't see how it'd affect gameplay though) im not sure on sentry placement whether or not the stairs could come under fire. cubemaps arent in place yet either as i say still just gameplay at the moment rather than details/visuals.
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