Author Topic: TASTY FFA II MAP  (Read 5236 times)

plastik

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TASTY FFA II MAP
« on: April 04, 2006, 04:06:53 PM »
feedback..
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Offline [BTF]Defiant!

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Re: TASTY FFA II MAP
« Reply #1 on: April 04, 2006, 10:13:46 PM »

Quick Review

qmass2dm3 looks good.  I like the physics of the map, such as the rail, mh, and rl jumps.  Could be played with as a small FFA map or a 1v1/2v2 map.  Might encourage camping rail.

qmass2dm6 also looks good.  Feels larger overall.  I do feel that it is too cramped.  I don't feel I can open up and strafe around at all.

Def
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Offline [BTF]Sigma

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Re: TASTY FFA II MAP
« Reply #2 on: April 05, 2006, 07:59:29 AM »
I found DM3 to be a bit on the dark side for my liking.
  • The shadows in the water, under the megahealth, need a little bit of work to them. They seem to be a little broken up.
[liIf you could place a column of lights up the elevators I think that may help it out a little.
[/li][li]The layout is a bonus since you've placed a BFG in the mix. Lots of places to dodge the rays.[/li]
[li]As def said, good litle map for some 1v1, and 2v2 (although there's a great chance for teamdamage in the hallways).[/li]
[li]It's a space map? Then what's with the patches of grass and the water areas? you may need to chose a diff ENVmap[/li]
[/list]

I think I played DM6 before, I can't put a finger on when/where though.
  • Great texture set!! It really gives the feel of a desert/oasis compound
  • The water area by the megahealth is a little too open without anything in it. You have a great platform to drop an item in the opposite corner of that pit (that way the first thing you do when you come out of the grate may not be go right for the ladder)
  • The quad pit (IMO) should have another access point. I like the idea of the catwalk that runs the length of the back. Could you possibly place a ladder that is opposite the one you have?

I do think that they are great!! With a little tweaking they can be a staple of the Mutant community :D
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Offline [BTF]adam

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Re: TASTY FFA II MAP
« Reply #3 on: April 05, 2006, 08:50:20 AM »
I'll be blunt, but fair.

For the TS 500 2? No. Not big enough, isnt suited for that many players (imo) and its not suitable with everyone having to learn the map etc etc, I wont go into detail

For the mutant server? YES. Brilliant map otherwise stated, a little dark but workable, its nice, I like the jumps! good work!
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Offline Jay Dolan

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Re: TASTY FFA II MAP
« Reply #4 on: April 05, 2006, 11:14:39 AM »
Thanks for the feedback.  I really appreciate all of your comments.

Adam ~ I don't think Thundercock was to be considered for the TS500.  I would whole-heartedly agree, from experience, that it is not at all large enough for that kind of tournament.  It's a 1v1 or < 6 player FFA level.  Check out Toxic Shock Syndrome (qmass2dm6) - it's ..massive.  Should easily support 12-20 players.  I've heard 16 was comfortable.

Sigma ~ Thundercock is a bit on the dark side, as are most of my maps.  I tend to underlight because I know a lot of players use near-fullbright settings.  While that might make enemies a little easier to see, I feel it steals a lot of the fun out of the idea of being in some alternate world the level author has created.  I personally play with default vid_gamma and gl_modulate, and found the levels acceptable - but you're right, qmass2dm3 is probably my darkest level.  Btw, there's a tripple trick jump from the far catwalk, off of the megahealth step, up to and over the pillar nearest the chaingun room.
As for qmass2dm6, it was released only two weeks ago - so unless you participated in the beta testing (and there were 7 public betas), you've probably not seen it before.  I think you've made a good call about the large water area.  A Red Armor, or possibly the BFG, could live in the far corner of the pond.  Perhaps on a small chunk of land just protruding from the surface.  A second access point to the Quad puddle.. I debated this a bit when designing that room.  I guess my final decision was going for the Quad should put the player in a very vulnerable spot - especially since no special jump is needed to get it.  But I can see the issue from your side, too..  I'm glad you like the texture set.  I was thrilled to find them mostly already converted, too.  Lunaran, Rorshach, and the other artists behind those textures are amazing.  I hope to use them again in a smaller level.

Defiant ~ Thanks - I feel like you "get" both of these :)  Altho I have to disagree..there are numerous opportunities for good straffe jumping in Toxic Shock Syndrome.  Of course.. there could always be more ;)  There are several trick jumps in this level, too.  The ramps in the large RL/Adrenaline room, the crates at that end of the Railgun corridor, and the rock ledge near the Hyperblaster are a few examples.  There are also a handful of long jumps (512u).

Anyway, I'd be happy to produce revised versions taking into account your feedback in order to see these added to the Mutant server.


Offline [BTF]adam

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Re: TASTY FFA II MAP
« Reply #5 on: April 05, 2006, 11:24:41 AM »
I was reviewing (briefly, albeit.) the Toxic Shock Syndrome one, though I chuckled when it loaded, I remember picking up a tampon box once in town, and reading the back, it had warnings about TSS on it lol.
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Offline digency

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Re: TASTY FFA II MAP
« Reply #6 on: April 05, 2006, 02:30:20 PM »
Too closed in, RL will be the primary weapon and most kills will come from splash damage. We want a map where one can utilize every weapon and still get kills aka Dm8.

Now I recommend Q2dm18
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Offline Jay Dolan

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Re: TASTY FFA II MAP
« Reply #7 on: April 06, 2006, 09:00:03 AM »
You could try playing on the level before assuming what the gameplay might be like..  The level is not really very closed in at all.  Besides, some of the very best Quake2 levels ever made (Heavy Metal, Mortal Coil, The Killing Machine, ..) are "closed in."  It's kindof nice, to not have an LPB Railgun war, once in a while.   :dohdohdoh:

Offline geikram

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Re: TASTY FFA II MAP
« Reply #8 on: April 06, 2006, 11:13:12 AM »
4u2map15 is large enough for 20+ players.
http://www.clan4u2.com/downloads/4u2map15.zip

Also a map (geikdm6) I made a few years ago might be large enough. It felt too big w/ 12 players on the 4u2server.
http://www.clan4u2.com/downloads/geikdm6.zip
attached demo has a couple jumps to get the mega.
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plastik

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Re: TASTY FFA II MAP
« Reply #9 on: April 06, 2006, 12:14:30 PM »
those maps are quite nice.
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BigwigKEA

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Re: TASTY FFA II MAP
« Reply #10 on: April 06, 2006, 01:49:43 PM »
It's cuz I gave them advice on how to make nice maps. :P
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Offline Spawn.Ds

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Re: TASTY FFA II MAP
« Reply #11 on: April 06, 2006, 02:23:24 PM »
You consider? the map Hammer?  It's a fairly large map that most people have played at one time .
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plastik

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Re: TASTY FFA II MAP
« Reply #12 on: April 06, 2006, 05:03:41 PM »
mapname.bsp?  I do not memorize maps by their file name  ;)  for all i know it could be hammer.bsp, but I may be wrong, and also a bit lazy!
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Offline console

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Re: TASTY FFA II MAP
« Reply #13 on: April 07, 2006, 02:28:50 PM »
mapname.bsp?  I do not memorize maps by their file name  ;)  for all i know it could be hammer.bsp, but I may be wrong, and also a bit lazy!

Yes, it's hammer.bsp...  It's actually been available via mymap on vanilla for awhile now, if y'all want to try it out with a full server.  :)

:afro:
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Offline pantaloons

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Re: TASTY FFA II MAP
« Reply #14 on: April 07, 2006, 02:54:51 PM »
Hi, just another attempt to pimp predm1.  :D

I'd be interested in what people think of it.  It's made by the same guy who did aerowalk - but completely different.  It's a big map, but I always seem to have fun playing it.  The players seem to get pretty well distributed on the map, so even with lots of players, there don't tend to be spammy groups of players in any given room. 

Download link: http://tastyspleen.net/quake/downloads/maps/individual/predm1.bsp.zip

(screenshots attached)

-p
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