PU Tonight (Mappack Testing)

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bdm
02-26-2005, 05:45 PM
i reallly like the 2ndary objectives....
though most of the time they are lil too simple.. (ie spiridan solar/controls same side FF (instead of opposite) (and are both close together..large tarets)
"mesa" is a differnt story.... its second objective is so out front (simple to take down).. and then the base is so simple to rape .. its really pretty boring. :( sorry not meaning to be harsh.. (T:V is just boring.. and this map doesnt really add much excitement)

Pachacutec
02-26-2005, 05:48 PM
My 2 cents:
Canyon Crusade - I like the repair pack down closer, but yes like everybody else I think it still needs to be scaled up more.
Good work so far Geiss, and thanks for the PU.

if this is the same as the version i saw a while ago, most likely it still basically needs to be doubled in size(which will make it more true to DOX's original scale. just everywhere.

Mr_Unlucky
02-26-2005, 06:45 PM
I think Spiridian needs to keep the capper out of the base completly, or else they just reload every few minutes and grapple around the map endlessly. I like the no base rape version :shrug:

BFGanksta
02-26-2005, 07:20 PM
I think Spiridian needs to keep the capper out of the base completly, or else they just reload every few minutes and grapple around the map endlessly. I like the no base rape version :shrug:

It's easier to return the flag when they go in the base to reload though.

Cinderkarst
02-26-2005, 07:28 PM
Mesa - the big generator is lame and it was next to impossible to kill it. Mortars fly right through it and so do players. I'd recommend a small building with an open door and a "traditional" generator. Otherwise it has potential, though it also suffers from too little terrain detail giving you that "floaty" effect when skiing.




The generator issue is most likely what I ran into with my new map. Essentially, the collision model doesn't increase in size with the actor. Therefore, there is no collision and stuff goes right through.

Here's my conclusion on large maps: without painfully obvious landmarks or extremely well-done and conducive terrain, they are impossible from a gameplay POV. Without T2-style waypoints, people can get lost too easily in some types of terrain. Tundra suffered from it, and I'm sure some of these larger remakes will as well.

As for a MMD-esque original, I might take a whack at that.

Fusillade1
02-26-2005, 07:34 PM
As for a MMD-esque original, I might take a whack at that.

Oh hell yeah!

Bloodwrath 2
02-26-2005, 07:48 PM
Yeah I got lost in the middle of Sabbath. But ur CC can help there.
Sabbath is something new and I like it. Playing pubs get boring cause the gameplay on the maps are almost the same.
Sabbath is my favorite map but it NEEDS 32 players. Which isn't common. Sabbath was rather empty when I played it.
The rovers. Maybe 2 woulda been okay but 4 is a bit extreme but it is nice having them all at ur disposal. Now u can use the rover as a supporting war vehicle intead of a spawn point all of the time.

Geiss
02-26-2005, 08:45 PM
i'll be taking these thoughts into consideration while im fixing up the maps again.

i removed the deco layers from feign, and i'm gonna try to add in "paths" so to speak to point out the bases a little better, hopefully that will kill off the load and fps problems.

other than that, give me a few days to get the rest of this all worked out. we'll have another go at it next weekend i hope.

Pachacutec
02-26-2005, 09:44 PM
everyone say *thanks geiss* now :)

are you leaving the custom maps up on the riven server during the meantime? i'd like to try them out in game...

Bloodwrath 2
02-26-2005, 09:52 PM
Thank You Geiss. :D

BitRaiser
02-27-2005, 12:12 AM
I was thinking - Sabbath gave me an idea. If someone could come up with a mutator/mod that provided a starting line, finish line, lap counter, etc for a rover racing mod, that would kick serious ass. Map makers could design courses, and it could be either 1-2 person teams (a driver and/or gunner) for either simple motocross racing, drag racing, combat racing, etc.

That would be some serious funnage. Screw ball, or the other game types the devs included. Baja style racing would kick all of them to the curb.
Hehe... you mean you didn't notice the "track" on Sabbath??

Jeez! Grab a couple buds, load up Sabbath, and go for a race. It is stupid-hella-fun.

BTW, there is a race-like game type in the works... unfortunatly, I don't have much skill with T:V's coding and my coder buds are off on other projects.
Arclight was workin on it for awhile, but was sucked back into the evil maw of City of Heros.

When it comes together, I'll definatly be re-releasing Sabbath and prolly a hand full of other maps specifically to use this game type.

OH! Don't forget about fuel. There's some kinks to the way fuel work on that map that should make it a much more interesting game-type.

-Wolverine
02-27-2005, 01:37 AM
everyone say *thanks geiss* now :)

And many thanks to the rest of the mappers also, great work guys. <3 :D

FishStix
02-27-2005, 02:04 AM
first few maps are ready for DL:

** Raindance has a hole in it (thanks fish ) so it wont get played tonight.
http://www.teamunsung.com/geiss/WinterlakeVM.zip
http://www.teamunsung.com/geiss/FeignedBeliefsVM.zip
http://www.teamunsung.com/geiss/CanyonCrusadeVM.zip
http://www.teamunsung.com/geiss/SabbathVM.zip
http://www.teamunsung.com/geiss/EmeraldVM.zip
http://www.teamunsung.com/geiss/SpiridianVM.zip

more coming shortly
it does? where? i missed it :shrug:

BitRaiser
02-27-2005, 02:06 AM
Were you peeing in the snow again??

FishStix
02-27-2005, 02:08 AM
My suggestion? Remake Midnight Mayhem. Not a carbon copy map, but one that has similar bases, and gameplay. It meets your criteria of a map that doesn't have wide open flags to grab. It's actually one of my favorite T1 maps, and could quite possibly (with the grappler involved) be a kick ass T:V map.

Just needs a map maker to execute it properly.
WOAH! I forgot about that map... could be AWSOME with a grappler. Maybe that'll be my next project...

FishStix
02-27-2005, 04:38 PM
NEED Midnight Mayhem terrain heightmap... not on Andrew's website :|

Geiss
02-27-2005, 09:03 PM
open t2?