[Map:Beta] MP-Dash

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ZenTseTse
10-22-2004, 08:42 AM
EDIT: i do not recognize or appreciate the butchered version of this map released by Geiss without my permission. Please await the final release of this map and dont run that butchered version. Thanks :D

http://www.zenegg.com/tsetse/dash.jpg

I thought I'd take a step away from my other mapping to do a quick map, as an experiment in gameplay. It's VERY simple and inspired by old school style gameplay.


Old school, ROUTE oriented gameplay
No gens
Only rovers (no other vehicles)
Open flags, but some wide areas around the flags for defense
Designed for both pubbing and comp play

I want honest feedback based on real playtesting. This was done in just a few days as a gameplay experiment, so don't expect bind-blowing new bases and such.

This design is done for a very specific reason as a real test of some slight variation on normal TV gameplay. I wanted to make slightly larger, old school gameplay without the air vehicles and tanks. I want to see how this actually plays out before going back to other map projects.

It's basically the "emerald formula" with no gens and only rovers, but it's bigger with larger rolling hills. I want to see more skiing, less turtling. This is an attempt to try some twists to see how it works.

There are still some minor bumps here/there, and obviously i didnt use any real custom assets within the map. This was done in about 2 days time (normally i spend 1-3 months on a map).

It's beta, so CONSTRUCTIVE feedback please... (and not just for me, but for other mappers who may read).

Questions:

Is having two rovers per team interesting & worth doing again?
Is having such open flags in TV lending itself to constant turtle situations or the opposite?
Is having grappler opportunities around the flag a good thing or a bit too much?
The distance flag-to-flag is the same as Isle. Can the distance be increased in a good way?
Does this map have lots of active skiing routes and flag CHASES instead of people just grabbing and letting them basically get home safely?


If servers run it even for a limited time, please share the info.

DOWNLOAD MP-Dash Beta 1:

http://www.zenegg.com/tsetse/MP-Dash_Beta.zip

:fro:

To Install:

The *.tvm goes in \Content\Maps\
The *.mopp goes in \Content\HavokData\

Final coming soon...

Reaper
10-22-2004, 08:44 AM
wow! :shock:

edit: 1st

Greywolf
10-22-2004, 08:44 AM
1st

edit: eff

byteasc
10-22-2004, 08:45 AM
tsetse is g@y

ZenTseTse
10-22-2004, 08:45 AM
you wish, f@g

Greywolf
10-22-2004, 08:50 AM
ok have a simple question for you, how do you



make ground in the editor?

Keweenaw
10-22-2004, 08:51 AM
looks cool. Slapdash wasn't one of my favs, but it I can see where it might work better in TV. Assuming its somewhat slapdash inspired.

The elevated flag looks like it'll be really tricky to defend.

ZenTseTse
10-22-2004, 08:53 AM
looks cool. Slapdash wasn't one of my favs, but it I can see where it might work better in TV. Assuming its somewhat slapdash inspired.

The elevated flag looks like it'll be really tricky to defend.

It's INSPIRED by it, but barely even related in terms of gameplay. It's an open, lush map with rolling hills. That's about as far as the simarities go.

As for flag defense, that's yet to be seen. I can't predict exactly how it plays, but...

There are a bunch of deployable turrets available (but expect base rapage due to rovers).

The flag area is in the middle of a huge, wide, open bowl so there wont be a lot of "surprise" grabs you find in many of the smaller TV maps. This is the key, i think, to bringing gameplay closer to mainstream t1/t2 ctf where gameplay wasnt basically 90% "just try to grab it" but was as much about a good run with chasers. Flag defenders would do well to basically camp up on the tall hills around the flag... and just cut them off.

I strongly believe that CTF is at its finest when a typical (pub) game has a ton of grabs... but not a lot of caps.

In other words, flags can be defended... but you dont see tons of capping out nor blow outs nor endless turtle standoffs.

So, i can't force that... but i can try to capture the old school feel under TV's unique dynamics and to provide incentives for defenders to CHASE more efficiently.

FleX
10-22-2004, 08:54 AM
I have intalled it onto our server, but it isnt showing up in the CTF list, or any list for that matter. Both files installed to the right locations.

ZenTseTse
10-22-2004, 09:02 AM
I have intalled it onto our server, but it isnt showing up in the CTF list, or any list for that matter. Both files installed to the right locations.

Odd. That shouldnt be the case. :(

Is there anything about the server? Is this through webadmin or something? Server get full restart?

FleX
10-22-2004, 09:03 AM
Sorry my bad, it works fine, very nice map, just seems if you join the server even tho the server has it installed, but you dont, you cant select it. Weird.

Piata
10-22-2004, 09:10 AM
Slapdash was one of the best comp maps ever.

Piata
10-22-2004, 09:11 AM
Sorry my bad, it works fine, very nice map, just seems if you join the server even tho the server has it installed, but you dont, you cant select it. Weird.

what's the server name? I want to try this out.

crouton
10-22-2004, 09:25 AM
We'll get this up on [fta] Unlagged Central ASAP. Definitely by tonight.

Looks good Zen, I'm already drooling. ;)

ZenTseTse
10-22-2004, 09:31 AM
cool.

I'm very eager to see this with real people... cuz i just want to see how it plays as an experiment.

Meanwhile, final version will have a custom sky. Takes ages to render. Here's a sample of two sides of the coming sky box (before i tweak them).

http://www.zenegg.com/temp/sky-test.jpg

That's pure 3dmax + dreamscape2 for those who are curious.

Yes, i do intend to perhaps darken the map a bit with grey fog instead of the nearly white stuff most TV maps have. We'll see, im not set on it for sure.

Got Haggis?
10-22-2004, 09:47 AM
can't wait to try this out tonight...keep up the good work!

uno
10-22-2004, 09:50 AM
need a night map Zen

Piata
10-22-2004, 09:50 AM
cool.

I'm very eager to see this with real people... cuz i just want to see how it plays as an experiment.

Meanwhile, final version will have a custom sky. Takes ages to render. Here's a sample of two sides of the coming sky box (before i tweak them).

http://www.zenegg.com/temp/sky-test.jpg

That's pure 3dmax + dreamscape2 for those who are curious.

Yes, i do intend to perhaps darken the map a bit with grey fog instead of the nearly white stuff most TV maps have. We'll see, im not set on it for sure.

tutorial for sky pls :P

Just played the map. Its very simple and nothing really new... but could be a lot of fun in a full server. Skiing is easy, but there's a god distance between bases so it should make for some interesting play.

Feels like it could use a bit more definition though. Everything is green rolling hills and there's little to break that up. Put some sand pits or some other kind of texture in there to give it a little variety or a road of some kind (just a suggestion).

ZenTseTse
10-22-2004, 09:51 AM
need a night map Zen

ive been working on one for several months :)


tutorial for sky pls :P

Just played the map. Its very simple and nothing really new... but could be a lot of fun in a full server. Skiing is easy, but there's a god distance between bases so it should make for some interesting play.

Feels like it could use a bit more definition though. Everything is green rolling hills and there's little to break that up. Put some sand pits or some other kind of texture in there to give it a little variety or a road of some kind (just a suggestion).

Exactly. Very simple, nothing new. Just an experiment with a slightly different style of gameplay.

Final will have more detailed terrain. In fact, i killed half the terrain layers in the past day for performance and bug checking.

As for flag distance, it FEELS big cuz of the terrain and real ski-oriented dynamics.

Flag to flag it is the same as a map like Isle... but somebody skilled with the routes and with the grappler can FLY across this.

As for the sky, if you get Dreamscape just go through the tutorials that come with it. It's like Bryce in concept but i prefer it much more.

^Py^
10-22-2004, 10:12 AM
The map design sounds like a good concept (esp. with only Rovers) -- I can't wait to try it out on a full server. Offhand it sounds like it'll play a lot like Tropics.