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29 Mar 13, 07:02PM
(This post was last modified: 01 Apr 13, 04:40AM by Andrez.)
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Yesssss new map.
DLing it now.
ac_heatstroke3? \:D
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Nifty, but as someone on IRC said—I can't remember who now—there's way too much armor and health for such a small area, which will make it easy to settle into a little whoring circuit, and it'll be a wonder if anyone kills anyone. :P
It looks like a fun one, if the maprot sets a player max. It'll get frustrating quick with too many. I smell a shotgun-fest. Haven't had a chance to try it with anyone, though.
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looks good from the first view. idk if you forgot, but some fences are not clipped and i dont understand why there is a player clip here:
you can still throw a nade through it. ^^
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Stylistically it looks nice, the lighting reminds me of apollo_desertnight.
However, I think you may have added a bit too many pickups in some places. In almost every room I enter I see at least one pickup (and these rooms are in relatively close proximity to each other).
I don't have the SS, but for example, there was a spot where 4 crates (1-2-1) were lined up, if you jump over them you grab 3 pickups.
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I just want to point out a few pros and cons. The pickups is the biggest worry, but that has already been mentioned by a few previous people. So i will point out a few other things. I will list the cons first, cause I like leaving on good news.
In the screenshot above I wanted to address the tiles (though this will be listed as a pro as well). My issue with it is that there are 3 different styling methods that the tiles go through during the map. Though this wouldn't be a huge issue if they were similar methods, but however, they are not. Also the detail of making loose or broken tiles could have been done better.
In this screenshot, I wanted to point out that certain areas were empty or bland. Filling them with detail could improve the overall look of things and make it feel better.
As I said above, the tiles had some good moments, such as listed above. There were good areas and bad areas. This area was sold good with a decent amount of map filler. I would suggest doing similar things throughout the map.
Other then the mass of pickups in this area, this for me was the best part of the map. Had decent quality, some good elevation change, and just overall flowed nice. I wouldn't change much here other then the pickups and slightly more detail (not overboard).
Overall I would rank the map a 6 out of 10. Its just small things like detail, pickups, and maybe even some more drastic lights and some sounds here and there. Other then that it was a solid layout and a solid theme. Good job
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Wow, lol, that's a bunch of feedback, every advice is precious :)
I followed some of your suggestions, and I made some changes.
- first of all, massive pickups removed, I tried to balance it as much as possible:
1 armour, in the perfect waypoint of the map (bridge)
2 helmets (CLA base access, and RVSF base access)
4 ammobox (2 in bases, 2 in the mid waypoints)
2 pistol clips
3 nades (IIRC)
4 healthpacks (?)
- some details added here and there
- gameplay changes:
added a crate on a room (see screens)
part of the wire stairway room is now closed to access (no need, it was pointless imho)
I updated both packages in Quad and Akimbo if you wish to give it a look. Thank you again for the massive help ;)
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Yes, yes, this looks like it might be a proper challenge now. :>