[Map:Beta] MP-Dash

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Asura
10-23-2004, 02:33 PM
nein, but the amount of support you are putting forth is phenominal. good luck with it all.

ZenTseTse
10-23-2004, 02:47 PM
To add the platforms or not to add the platforms? :(

lol

I honestly cannot decide and this simple decision could determine how the gameplay evolves.

http://www.zenegg.com/temp/platforms.jpg

They are above the flags, with catapaults for LD (which i thought was a great idea). This makes for great LD options but... it also gives grappler monkeys very, very powerful new options. It effectively turns the map into a (potential) grappler whore fest around the flag! That's both cool... and bad since a key purpose of this map was to try to emphasize traditional ski routes and chases.

If i put the platforms even with the flag or below the flag (removing the catapaults), this cuts off the grappler monkey business, but sorta removes the point of them being there at all.

I might try a few angles and such, to see if i can find a way to keep this effect without making the gameplay a total grappling mockery, but i just cannot decide. :(

StyeL
10-23-2004, 03:06 PM
Awsome rolly hills!

dudeman
10-23-2004, 03:06 PM
just don't put them close enough to the flag that a capper can cap and then jump on a pult, that would be totally lame, put them near the top of a hill or a base for something for D, so they'll be the ones using them

mc-fine
10-23-2004, 03:11 PM
I say just kill the pole. The pads are close enough to the ground that disk splash will hurt grapple monkeys trying to swing around on them.

I can see a lot of LD effing up by hitting the jumppad by mistake :D

Honestly this just became my new favorite map.

sc4r4b
10-23-2004, 03:23 PM
I had a blast on this map last night... T:V actually felt more like tribes than the shipped maps. Nice work.

ZenTseTse
10-23-2004, 03:37 PM
just don't put them close enough to the flag that a capper can cap and then jump on a pult, that would be totally lame, put them near the top of a hill or a base for something for D, so they'll be the ones using them

No worries, there will be no catapaults for cappers... as even in that pic above they are above the flag in a way that they arent useful to that end.


I MAY pull the poles farther away. They serve many purposes, including being there as a simple "landmark" for the flag area which i think is important. However, they don't have to be right above the flag area as they are. I might try a slightly different configuration.

As for the plats, I'm really just torn. I like the visual effect and the whole new dynamic it gives to the flag area. However, you CAN grapple them from below and miss the terrain (or just ski on it) getting a really nice twist off a grab making chasing that much harder.

With the pole, at least you can tend to predict the path of a capper a little bit. With the ability to grapple those plats... you can literally zing around a few times between the 3 plats and go any direction. I think i have to remove them and keep it simple.

°Gn0m3_Gr0wN°
10-23-2004, 03:44 PM
the map looks great, but i get an average of 5-10 less fps on that map for some reason...it looks like im playing through a strobe light :(

mc-fine
10-23-2004, 03:47 PM
I MAY pull the poles farther away. They serve many purposes, including being there as a simple "landmark" for the flag area which i think is important.


True. Without the pole its hard to tell which way is where without using radar.

mixolydian
10-23-2004, 06:05 PM
my opinion: remove extra platforms and lower the flag platform for easier defense.

tmc
10-23-2004, 06:48 PM
my opinion: remove extra platforms and lower the flag platform for easier defense.
that would simply make capping much easier...

Undisciplined
10-23-2004, 06:53 PM
Also, it might not be bad to keep the burner turret, it seems to be placed in a pretty good position to burninate cappers trying to swing around the totem.

Origim
10-23-2004, 08:13 PM
Zen, For all the trees on the map I suggest you set DropShadow (forgot the name of the option) to false in the Static mesh options. That way, they won't drop that blocky ugly shadow (tree shadows should be done with projectors, otherwise, they will be horrible).

Also, add some more feel to the bases; don't leave them so bland and empty. For example: The rover pad is in the middle of nowhere.. put it near a large building or something.

ZenTseTse
10-23-2004, 08:20 PM
Also, it might not be bad to keep the burner turret, it seems to be placed in a pretty good position to burninate cappers trying to swing around the totem.

I switched them out with normal chaingun turrets which can better damage cappers from all distances.

my opinion: remove extra platforms and lower the flag platform for easier defense.

I actually went ahead and removed the extra plats. However, the flag platform will stay at the same height.

Zen, For all the trees on the map I suggest you set DropShadow (forgot the name of the option) to false in the Static mesh options. That way, they won't drop that blocky ugly shadow (tree shadows should be done with projectors, otherwise, they will be horrible).

Also, add some more feel to the bases; don't leave them so bland and empty. For example: The rover pad is in the middle of nowhere.. put it near a large building or something.

If this were either ut2k4 or a map i didnt do in a flash, i'd agree :)

The shadows do look nasty, but i'd prefer a hint of realism than no shadows at all. I dont intend to place a ton of projectors, although that's definately the way to make it look uber-sweet. This is just a fast map, and if it dont hurt performance too much I'm not sweating it.

Id gone with a new sky and a slightly darker vibe with more smoothed lighting and fog. Those blocky shadows wont be as bad.

Likewise, in TV there are "macro" terrain textures. These can be like 2048x2048 detail layer which then ties into the raytracing and final lightmaps. Then version i've released so far does NOT include those textures.

Those 3 highres textures jack up the map sizes by like 30mb+ by themselves.

Origim
10-23-2004, 08:34 PM
.

I sent you a PM.

sekdar
10-24-2004, 04:33 PM
damn, nice work. finally got around to checking out this map.

a bit more polish and you have an excellent map on your hands. move the rover(s), fix shadows, etc., and you're good to go.

:bigthumb:

mc-fine
10-24-2004, 04:53 PM
I like the Rovers where they are. The map design lends itself to smarter use of Rovers.

You have to enter the Rover for it to become an active spawn point closer to flag. Losts of room to position 2nd rover closer to enemy base.

ZenTseTse
10-24-2004, 07:59 PM
I sent you a PM.

33/m/new york

i like skiing and big guns

SmOkkin' Joe
10-24-2004, 08:04 PM
Zen, how did you get your command map working, when I try to generate mine, the bottom 1/4th of it is scrambled for some reason , ive seen the issue on other maps too. ideas?

Jamslice
10-24-2004, 09:21 PM
using a mesh (like the tower that is off to the side in the middle of the map) instead of the plain box pillar might be nice...