Null
Gladiator
Posts: 555
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Post by Null on Apr 7, 2015 20:14:37 GMT -5
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Null
Gladiator
Posts: 555
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Post by Null on Apr 7, 2015 21:08:13 GMT -5
Please post your feedback below. Thank You! ironrose (my score: 4/10)Looks great. Reminds me of a level in the recent Wolfenstein game. Cool! Getting stuck a lot and didn't like the use of water. This map must be chaos playing? Suggestions: Remove the weapon racks, getting stuck in those all the time. Make for higher covers. Remove the use of water.
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Post by jitspoe on Apr 11, 2015 22:50:49 GMT -5
Same problem as with your other map -- too many items. For the detailed brushes around the weapons, you could use mist brushes, so you get the visuals, but players don't collide with them.
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JohnnyDean
Light Guard
"Excellence, Versatility, Tactics and Firepower"
Posts: 33
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Post by JohnnyDean on Apr 12, 2015 12:35:35 GMT -5
Yeah, I guess I often have that problem with placing items... And the racks around the weapons were just a trial, no need to place them in the rest of the maps. Thanks everyone for your opinions, keep them coming!!!!
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Post by cocerello on Apr 12, 2015 13:18:05 GMT -5
For more general details, info on the story behind this and how this information works and how its made, go to:
leray.proboards.com/post/27943/thread
Items found:
One weapon each except BFG, LOTS of ammo, 4 yA, 4 RA, 4 backpacks, 4 power suits, lots of health and large health packs, one Quad damage Review: --- UNPLAyABLE --- Symmetrical arena map with severe issues that make it so the map isn't even loaded on the original engine like it was requested in one of the contest's rules, and works badly in other engines. Good looking and simple symmetrical arena for RG/RL games with some cool ideas (the backpack placement, the lava an the item on it). Decent brushwork, colorful choice of textures, all aligned. Ring shaped layout. Bland lighting in brightness level around ID maps or a bit darker. Big amount of items, almost overloaded for the size of the arena, probably intended so they won't never run out. Symmetrical placement, but tactically placed, with the stronger one at the center. No sounds seem to be placed. Liked the general look and ideas of the map, but it doesn't work in the original engine due to too much items on the same room. Would be good for some fast paced RG games, but not with the current weapons, due to complete lack of variation in brushwork or ideas to provide some advantage to half the weapons and balance a bit the combats. Liked the placement of the power suit and that you can get out of the lava, but it isn't obvious that that is possible, so i expect most people to die silently there till they notice that, if they ever do. The pieces used to place the weapons look cool but are hard to navigate. Also, i found another issue, after getting any backpack, the player can't get out of the water without a rocket jump, becoming the backpack a trap worse than lava, as the player can't die till someone helps him to. Suggestions:
- First of all: make it playable, my advice is to get rid of the ammo on the outer reaches, and reduce to half the rest, or make the water deeper and place some of the more powerful items there to hid them from the rest of the map. - Improve the lighting, as it is too homogeneous. Use all the light fixtures, ou have there good places to do that. - Most weapons are almost useless in that map (SG, SSG, MG, HB, GL, grenades), so would be better to get rid of them. My suggestion would be to put RL and maybe CG on the outer and middle, and RG on the interior. Consider the posibility of adding a BFG somewhere, maybe in the water. Also consider the possibility of giving one ammo pack less per RG than for the rest of weapons to balance the gameplay. - Add some extra areas in the water or below the stairs but above the water and place something interesting there. - A wild idea: how about placing a insta-death trap with a quarter of the recharge time of the Quad on the Quad area activated by a button? Or maybe that activates when a number of seconds pass and there is way to know how close it is to activate? To balance it and to add more gameplay. If it is the second idea should affect the area the red armors are placed too.
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JohnnyDean
Light Guard
"Excellence, Versatility, Tactics and Firepower"
Posts: 33
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Post by JohnnyDean on Apr 12, 2015 13:35:06 GMT -5
Glad you liked the map!!! About getting stuck after getting the ammo pack, you have to crouch your way to the waterfalls!!! And that instadeath trap is a pretty clever suggestion!!! I'll also reduce the ammo all around, but I might just keep all the weapons, at least to suit every taste. Lighting is a bit excessive too, will have to work on that. And placing a BFG somewhere as well!!!
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Post by cocerello on Apr 13, 2015 6:35:38 GMT -5
OK, found the way out of the water. And found also the small health packs on the bottom of the lowest water part. Interesting place to hide. What i didn't find is the waterfall itself, but there is the hole for it. Is it a model or something similar?
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JohnnyDean
Light Guard
"Excellence, Versatility, Tactics and Firepower"
Posts: 33
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Post by JohnnyDean on Apr 13, 2015 8:50:50 GMT -5
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Post by cocerello on Apr 13, 2015 16:41:09 GMT -5
Well, would be surprised at myself if for the first time you did the better one i ever saw ... Also, i can't name that a waterfall, for it to be that should be separated from the wall. Overall, looks on the same quality as the rest of the map, so don't worry.
About its disappearance, i can't find a reason, but seems to be related to engine issues, as so far it only disappears in Q2Pro. World brushes should be the last thing disappearing, and only saw that on maps with leaks, but your doesn't seems to have those.
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