Post by cocerello on Jun 24, 2015 16:43:40 GMT -5
NEW VERSION !!
Made some tweaks on the map and i am releasing a new version. Enjoy it!! There is less changes than last time, so i overwrote the previous version. The link is the same.
www.dropbox.com/s/klcwddy8uuq3ysp/coceq2dm01.zip?dl=0
I consider this map done but maybe I'll make another version if i find something worthy enough.
Changelog (0.f)
- Changed the lighting values in several places were it was too overbright or not bright enough.
- In the central cave part, deleted a rocket pack, added a grenade pack and changed the red armor for a yellow one. Made the door to the MH move slower to make it harder to get.
- Added a few small health packs on the cave's corridors, so they aren't that lonely. Kept the number low so no one will go there just for those.
- Reworked the pond in the center so its easier to navigate.
- For SP, made the differences between difficulties more noticeable, except one combat on skill 2 that had to be toned down. Made also the combats around the first barrier a bit more random to add more replay value.
- Reworked the first and second barriers in SP.
As always more details are on the included text file for everyone.
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And changing the topic, Pan:
Don't worry about the time, after all, it also took me a month to see this and answer you.
Thanks for the time involved. Overall are things that i already knew from before making the map, but chose to disregard to keep the flavor of the map. Apart form that, the two main causes of what you point out are, the size of the corridors in the starting area, which made me to make the rest big also, and my obsession at keeping the r_speeds and visdata low (the second because i hit the limit). I have been working on a way more compact version of this map that avoids all those problems entirely, but real life issues will probably keep me from releasing it till September.
yes, more or less the base of the idea was similar to that one. you have more details about that on this thread and in the text file that comes with the map.
If you only have a MG with 50 bullets (and you accidentally lost health because of lasers) you're not going to do much against anyone who has been sitting on the Red Armor + Mega + RocketLauncher.
In your experience at playing, do you think that's going to happen often? Given the fact that both the RA and MH need some kind of trick to reach and take time to get that looks to me improbable, except if the number of players is low. Also the RL isn't that much powerful.
Well, now that's going to be less of a problem, as i reduced the amount of powerful items in that room ...
- First and foremost, add more spawnpoints in or closer to the bottom level (the main cave). This way the player that just got killed has at least some chance to steal away a powerful item or surprise the now recovering opponent and take him down in the rebound.
Wouldn't that be worse? The only weapon in the middle is a single RL, so i don't see the point of getting there without another weapon, except if the number of players is high, so you can sneak and steal it. The only way i see to use your ides would be if i were to put a weapon on each cave corridor leading to the center cave.
- Put at least some useful items in the many empty vulnerable areas. Even a couple of armor_shard's or item_health_small's could really help the freshly respawned player feel somewhat protected. (Also some ammo_grenades here and there are great in that regard.)
- I don't know what the idea is behind the elevators* but for for some reason they only go down(?). So, if during a fight you're forced to take cover in one of those rocky passages at the bottom of the map, you're trapped in a dead-end because the elevators are not there. There are also no items whatsoever to recover or making it worth taking the risk to go in.
That's on purpose also. The lack of items there is so no one will stay there for long, so there is no camping on approaching players, the dead end is less obvious and less of a problem, and the length and overabundance of corridors are less of a an issue.
On the part about the elevators, it's explained on the text file also and on the answer i made to WizardExt some posts above, but long story short, i wanted the player to cycle through the three levels, and also forcing a direction would make it so the problems at the cave corridors would be non-existant as there would be barely any combat there.
Another possibility would be to remove the elevators and use the ladders that you made singleplayer-only by changing their spawnflags.)
Thought of that, but don't you think that stairs are a bit hard to navigate and slower to take?
My guess is that you made those blue hallways go up and down to help block visibility but it might've been a better idea if you had leveled some of them, so there would've been less stairs to take and the player would've had a better line of sight. (Also, battling is so much better on a horizontal surface than on a staircase.)
yes, that was the reason. Tried also to make everything on the same level, but looked too plain so discarded that idea. Also, a map need changes in height, horizontal combat gets old fast.
- Another problem with long stairs is that it's easy to get snagged on the steps while strafe jumping. Turning staircases into ramps would probably make things too steep but it would speed up the flow there and would also cut down on wpolycount.
Took that into account too, but discarded it as those corridors (at least the ones in the starting area) are just there as an extra, i never intended for the players to use them a lot, that's why there is stairs, corridors, almost no items and lasers, so people avoid that area the most possible.

