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Rank: The Illuminist

Groups: Administration
Joined: 5/8/2006 Posts: 8,375 Points: 2,755 Location: Seattle
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We're having the first public test of llenta's new map ctf_base_assault. Please use this thread to post your feedback for him after todays Friday pDs Penguin Party (starts at 4pm pacific, only in the Crypt).  [13:58] TheSpaniard84: I have a kitty stuck to my rump [13:58] WhuTdufK: I suppose that's better than what's normally stuck to your rump.
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Rank: The Illuminist

Groups: Administration
Joined: 5/8/2006 Posts: 8,375 Points: 2,755 Location: Seattle
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I'll go first then. Great map, llenta. I think changes that could be good: More diverse textures. I know we discussed this in game... here's just a note. It's really hard to distinguish which room you're in and such. Some more diversity.  [13:58] TheSpaniard84: I have a kitty stuck to my rump [13:58] WhuTdufK: I suppose that's better than what's normally stuck to your rump.
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Rank: You're gonna stick that where?

Groups: Ogamer, Registered User
Joined: 5/9/2006 Posts: 153 Points: 0 Location: Germany
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even i was lost ....... great map i really enjoyed playing !!!!
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Rank: Medium-Well

Groups: Registered User
Joined: 5/9/2006 Posts: 2,411 Points: -2 Location: the bottom of the bottle...
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i liked the map, although i felt the inside of each base felt a little claustraphobic in places. needs a bit more open space in there, maybe take the roof off the upper levels, or open out some of the corridors a bit more. maybe holes in some floors to the one below as well to open it up further. the same texture is used too much, and yeah more landmarks are needed in order to navigate the base better. played it for half an hour and still couldn't get my bearings. a lot of the corridors look the same.... the base is very large as well, maybe add a hidden teleport here and there just to spice it up a bit, i think the couryard area feels a bit boxy, and is a bit small too considering the size of the internal bases, it was fun though, and that's the main thing. yeah, i'm a cranky 'oul fucker. deal with it.
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Rank: Polio Power!

Groups: {pDs} Member, Registered User
Joined: 5/9/2006 Posts: 629 Points: 81 Location: SW Ohio
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overall, i liked it. one thing i said in game was to make the bases look like dm_lockdown or dm_montana. then physics objects will "fit in" plus there was this, just in case you didnt know  
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Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 2,540 Points: 12 Location: ?
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thanks for the comments, they do help give me ideas other then my own. something i will change:
- i do like the idea of removing the roof from some of the upper rooms. that might give you the feel of it being a bit more open up.
- i will try to get some other textures in the base to help navigate.
- center the map on the HAMMER grid so that the pile of weapons that forms spawn in the middle of the level and not in one of the teams base. i will also probably make the players spawn with the ar2, and shotty so that you have those weapons just in case they stop spawning in the base. keep in mind that every weapon in the level spawns in 3 different places in each base. if you lose one spawn point, you still have 2 more.
- texture going underground because it seems that it doesn't save very will to the map file.
- add a physics_clip to the lower supply room doors with a filter to the flag so that you can't bring flags into that supply room.
a few things i can't do:
- make the middle larger- each base wraps around the sides and to make it larger that would involve physically selecting every object on one side and dragging it lengthwise. there are just too many things for me to select to make that worthwhile. i made it small on purpose so that the performance wouldn't suffer.
- i can't open up a lot of rooms because the level is a freekin maze, so many different rooms share wall with others. i will see what i can do with the ones that don't.
extra thoughts:
- what do you guys think about adding a rocket launcher but putting it behind a door (like the turrets)? make it only available when you team gets scored against. so if blue scores, blue will get turrets and red will get a rocket launcher. then the opposite will happen if red scores. since you can't take the ammo boxes out of the spawn rooms, you can't camp them on the roofs, that and the courtyard is small.
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