[Map:Beta] MP-Dash

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[GF]Drakkan
03-10-2005, 08:33 AM
Looks nice! :) can't wait to play this

CarpeIppon
03-10-2005, 09:04 AM
I'd like to see some changes to the lighting to liven the map up a bit. Just looks too nice & green. :-) Maybe try to mimic a sunrise. Those tall hills could cast some long shadows. It would also help in not getting lost (i have that problem on this map sometimes).

Shoddy
03-10-2005, 09:24 AM
We've played this in about 3-4 matches and its consistently been the funnest map of the match.

ZenTseTse
03-10-2005, 09:55 AM
Well tse, now that you have pointed me to this thread I will give you my 2 opinions on changes and reasoning behind them. Hopefully you will be willing to take them into consideration.

Based on how rovers are used in T:V, 1 per team should be fine. In t2, you could plant a rover and it could basically defend itself. In TV, its extremely easy to steal a rover sitting around for defensive purposes. If the rover in TV was a bit different I think this idea would be fine. On the topic of rape, I have no problem with you wanting the bases to be easily raped, however the way that teams will do it is another story. The invs are easily placed so that players can disc spam or mortar spam from afar with little to no effort at all.

Secondly I think that a platform or two around the flag would be nice for LD/HoF. As you said you wanted a lot of grabs but not so many caps. That would be a lot easier if LD had a better place to defend the flag instead of on the ground. Would be very hard for a ld to get in place if a capper was coming in at a decent speed constantly.

the core concept of the map is outlined in the first post.

rape is part of the GAME (not just this map). there are no gens, first of all... so the destruction of the bases and stations... and rovers is all part of the strategy built into the map. there is no 1 right way to play it, but it's left open-ended with a lot of options (including deployables... and deployable repairers/inv stations too).

even the sensors are placed out of easy reach by casual mortar spam... if you look carefully.

the rovers are merely another dynamic in this map, which is all about keeping in control of the tempo with the tools at your disposal. bases can be raped so shoudl we remove them too?

no, in fact as ive said before... even tho the 2 rovers was initially an experiment, a long time ago i decided they were appropriate for this map and will stay put.

likewise, the idea of platforms has already been tested and discussed on this thread (heck, i even posted screens!). it doesnt work well at all.

LDs, like in competitive t1 and t2 gameplay, will need to not camp on top of the flag but instead take up strategic positions on the hills and areas around the flag (or perhaps on the obelisks).

it's wide open around the flag for a reason, and that reason is to have gameplay be more oriented around capping RUNS rather than merely GRABS.

i didnt want "tight" gameplay where all that matters is spamming the flag (and whether a capper can just GRAB it... with high odds of capping if they do). that was precisely the opposite of what i wanted. i too thought maybe some nicely placed plats could help out but it just turns it into a grapple-fest (and again, i want this to be more about ski routes not grapple routes)

LDs and cappers will have to RUN and CHASE :D and use traditional tribes skills.

defenders have a fuckload of deployables and the team has 2 rovers. there's a lot of strategic fodder there and a wide open map to have fun on.

ZenTseTse
03-10-2005, 10:00 AM
We've played this in about 3-4 matches and its consistently been the funnest map of the match.

sweet. so glad to hear folks enjoy it.

the terrain tweaks oughta make folks really happy for the final version.

I'd like to see some changes to the lighting to liven the map up a bit. Just looks too nice & green. :-) Maybe try to mimic a sunrise. Those tall hills could cast some long shadows. It would also help in not getting lost (i have that problem on this map sometimes).

ive redone the lighting and vibe quite a bit, including a new sky.

while i tend to go towards very dramatic lighting and mood, i intend to try to keep a sorta "flush" feeling on this map. i will, however, add some more dramatic terrain textures for a better sense of scale/perspective.

indeed, in terms of "getting loss" i find it's a very interesting aspect of the map. i often find myself sorta going "huh" on it, too. however, i believe that's because the whole map is at a diagnal and is also entirely one big slope. it's basically taking place on the side of a mountain, and with the various hills it's easy to sorta get your sense of location confused.

the best thing i could do is provide tall "landmarks" and hope folks just learn the terrain and routes. i dont want to clutter the map up with too much stuff.

ZenTseTse
03-10-2005, 11:02 PM
fyi -

ive disabled buggy stealing so the 2nd rover can now be used a bit more strategically as an alt spawn on the defensive side (obviously it can still be destroyed, of course).