24 May 2008
<<< MP-Saphire >>>
CTF map only
Just a quick note , kudo's must go out first to a few people before I start ..... these people have assisted me along the way to have me finally get out my first map that hopefully extents the T:V experience just a little big further.
Big thanks to ...
Dehav - keeping the game alive and a never ending resource to work out the impossible , cheers bud
Valediction - you tutorials and advice made this map bud , thanks heaps
Dice Rolla , Aerogramme & Fredden - thanks for answering some of my dumb questions along the way guys :-P
Silaqi & Blade - your reviews on this map as it progressed to final release was critical guys , thanks
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Extract taken from the |vT| forums as an attempt to explain the logic behind the map
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Silaqi
Joined: 13 Apr 2006
Posts: 811
That's a fantastic first map, Mal. Obviously single-player playtests are different from having two teams, but here are some notes I've made so far.
- Terrain is good, some great points to build up speed but as you mentioned above, not always in the right direction, which makes it very interesting.
- Bases are good, maybe not quite as polished as retail bases (they're still a bit geometric, with nothing breaking up the straight lines), and they would be good to defend against incoming rapists. One thing though is that when you first spawn, you don't know where you are. If I were defending this base against a couple of heavies who had raped my gen, I'd need to get back to the gen as fast as possible, but a couple of times I went through 3 bottom floor rooms until I got to gen. Maybe if the floor of the gen room were a different texture or colour, and maybe the two corridors leading into it. That way, a quick glance in both directions when you spawn would show you the quick way.
- The tunnels are a good idea, except having them filled with water kind of wrecks the effect. If you had to go through water to get in, then it was dry inside (maybe the tunnel rises a little in the middle)...as it is now, it's too hard to build up speed through the tunnels while you're navigating the water.
- All bases assets and deployables are labelled and operate correctly. I was disappointed you didn't leave any crumbs at all for me to pick at.
- In one of the screenshots above, you have what looks like a mesa with a tunnel going down into it, and tunnel exits around the mountain. Is that still in the map? I didn't see it, and forgot about that pic until I started this post.
- I might be wrong about this, but once or twice when I'd built up a lot of speed and was getting some air over the middle section, it felt a bit floaty and out of scale, kind of like Rollercoaster. It might've been my imagine.
All in all, a great first effort, well done. Now where are the vT and uTa HO trains?
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MalOX
Joined: 02 Jan 2006
Posts: 1689
PostPosted: Sat May 24, 2008 11:40 am Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster
Thanks heaps mate , I'll make the changes to the base floors to assist with the direction to the generator room.
But you right mate , it does feel a little floaty when up high ...... I think this is the result of making a fairly hilly map with big areas to span over , something to note when I make more maps.
As you noted , the terrain forces you away from home to a certain extent , wanted to create a map that could be easily " Shar capped " with a couple of well timed disc jumps from flag stand to flag stand.
With this map you certainly need to keep you momentum or be stuck with fighting your way home I think.
The bases are certainly not the most pretty thing out there but the are functional .... there's actually a few errors in the walls and you not noting them tells me I have plugged them all up well enough Smile
Keeping in mind a flag stand off , a flag carrier can easily use the bases for a bit of " run around in circles " evasion , I think having those 2 open windows at the top / front of the base allows a suitable option for a flag return.
If you look at the door ways you can see little glimpses of sunlight poking through the corners ...... once again it's my first go at it.
I hoping the balance of deployables was too your liking , I feel that this was a little heavy on but looking at it again I should be OK.
I did want to have an area in the map where water & chasing was an element , you certainly slow down in the tunnels but when I introduced the catapults ( which does take a bit of aiming for ) these do assist with speed.
I just like the idea if someone shoots down here to escape a chaser that it isn't a huge advantage , the chaser could dart over to the other exit but all in all the act of fighting in the water does force a different feel to aiming and shooting.
I've tweaked the catapults strength up from default ( 125000 to 205000 ) , I checked out Frontline and thought the way those work and how strong they are was a good gauge.
Well thanks again bud , after I make just a few small tweaks I'm happy to finally release my first official completed map .... after being Sil'd I feel it ready for release now.
I'm going to put your noted in my release pkg mate to hopefully explain the direction of this map for anyone that download it
Cheers
Mal- Smile
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Cheers and enjoy !
Mal-
malox_tv@hotmail.com
Contained files: Content/HavokData/MP-Saphire.mopp, Content/Maps/MP-Saphire.tvm, Content/MP-Saphire.txt
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