macanah
Quake 2 Mapping Club
Posts: 321
|
Post by macanah on Mar 4, 2015 10:44:17 GMT -5
ok so im using quark and have spent a while making this map im about halfway done gonna do some testing with the 3zbz bot ok thats all
|
|
macanah
Quake 2 Mapping Club
Posts: 321
|
Post by macanah on Mar 8, 2015 12:00:36 GMT -5
k pretty much done gonna do some play testing tommorow dont wanna spoil it with ne screenshots time to go to bed cya
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Mar 10, 2015 2:53:12 GMT -5
Macanah, Thank you for submitting your map Your map should cater to the average amount of players on decent Deathmatch server these days. These numbers fluctuate so I'd say around 12 people +/- 6. Minimum being 6, Note: Your map has 7 height levels (personally I don't recommend going over 4). Each height level is large enough to have 3 people on it without them having much contact. So currently your map can probably fit upwards of 24+ people, and even then, they'd be mostly looking just to find each other in the massive labyrinth. Just to warn you, most servers these days don't have more than 12 players on them. Since your target audience might not be into hide and seek, so you might want to consider scaling back a bit. That could mean exposing / removing some height levels or walls and clearing a line of sight for players to find each other. Would you like me to upload your map to the death-match server for testing to see how it'll be received by players?
|
|
macanah
Quake 2 Mapping Club
Posts: 321
|
Post by macanah on Mar 10, 2015 3:19:12 GMT -5
hi null i dont wont my map uploaded for a server for testing i play tested it with about 6 players on at once 2 were human rest were bots and seemed to flow fine
the map is a bit of hide and seek but i think once a player learns the map it could b quite fun
u can post some screenshots if u want so this is my final version
ya might not b much fun if u dont like hide and seek ok bye from macanah
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Mar 10, 2015 3:33:17 GMT -5
u can post some screenshots if u want Sure, here's a preview of macanah's new map (shown are 4 of the 7 floors)
|
|
|
Post by giftmacher on Mar 14, 2015 6:14:16 GMT -5
Third screenshot reminds me of Wolfenstein 3D Glad to see your still mapping macanah. This is my advice to you: try and add more detail to your maps to create depth/realism. One really good way of learning how to add more advanced geometry to your map is 'reverse-engineering'. I do that a lot to learn myself, usually I walk around Id's SinglePlayer maps and look at the geometry they created, then I try to reconstruct it myself in the editor to incorporate that technique. It is a great way of improving your mapping skills. Keep it up
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Mar 15, 2015 22:04:25 GMT -5
i play tested it with about 6 players on at once We've had a play through of your map with 7 people earlier today on the server, and they could hardly find each other. The highest score at the 10 min timelimit was 12 / 30 There's still 4 days left, so maybe you could consider reducing a couple floors, and creating a smaller version of this map?
|
|
macanah
Quake 2 Mapping Club
Posts: 321
|
Post by macanah on Mar 15, 2015 22:50:47 GMT -5
hi null thanks for the feedback
ahhh maybe with the servers that run my map only have the map load if 8 ppl or over are connected
that could solve the problem
ok bye from macanah
|
|
Null
Gladiator
Posts: 555
|
Post by Null on Mar 15, 2015 22:56:37 GMT -5
Sure, I can put it in the large map rotation (12+), but I figured you'd want it to receive most action at optimal number of players. Most server these days don't get more than 12 players, so your map might not get much play.
|
|
macanah
Quake 2 Mapping Club
Posts: 321
|
Post by macanah on Mar 15, 2015 23:41:33 GMT -5
im quite happy for the map to b on 12+ servers
|
|