Xonotic Forums

Full Version: [DUEL]Phrantic - Final
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
The final version has been released.

Screenshots:
[Image: 3ompxuzeovf1ejy0qmt7_thumb.jpg]
[Image: d7lm7sjkktddd25gk70_thumb.jpg]
[Image: ibxk2ih7186ht8dy9yhv_thumb.jpg]
[Image: fwfis64qycjuw1buetwa_thumb.jpg]

6x Spawns

Health and Armor Pickups:
1x 50 Health
2x 25 Health
9x 5 Health

1x Megaarmor
2x 50 Armor
8x 8 Armor

Weapons:
LG
Mortar
Crylink
Electro
Rocketlauncher

Download:
https://www.dropbox.com/s/cjtusq1zna754u...c.pk3?dl=0

Have fun and enjoy!




Original Post:
Screenshot:
[Image: hpowzs6h2ntr8n05zz_thumb.jpg]

Link:
https://www.dropbox.com/s/9ka2w1d1xl80gb...3.pk3?dl=0

Play it!
Feedback?

EDIT: playable on the PSYX Servers. Thanks Spike.
Some cover in the 50 area might be good. Like the ramp there.
The map might benefit from a hagar.
New Beta.
Gameplay is updated. Please playtest it.
I agree with Smilecythe, I think that long corridor is too long. Not much going on there. I really like the smaller area with the mega armour, and when I spawned there I had hoped that most of the map was like that (I do have a bias towards small maps).

To be honest my biggest issue is the 50 room (the one also with the jump pad). I can't quite say why. I think it's because the rest of the map is smaller, more intricate, and then on the other end you have this big room with not many ledges, long corridor, etc.

[Image: xspoxh.jpg]

Obviously don't delete that entire part as that would leave two dead ends, but maybe take that part and rework the design of it completely.
FYI, this is a remake of a Q3/Live/4 map Phrantic and is built to resemble it deliberately:



Q4: https://www.youtube.com/watch?v=UQmhJl87K6M

I personally prefer the scaling, layout and item distribution of CPMA more. But each to their own.
[Image: 40xixsw8ya48ln0gpfjy_thumb.jpg]
Beta 4 has arrived.
Thanks to all who have played tested. Now there are some major gameplay updates.
It's a mixture of q3, q4, ql and some own ideas. 
https://www.dropbox.com/s/6sls698rkmgs2w...4.pk3?dl=0

Please playtest and update it on the servers! Thanks and thanks in advance!
After some playtesting and feedback from others i would tend to say the layout is final.
The question now would be how to texture the map:
[Image: 1666ofdocfmiuihjbrcd_thumb.jpg]
that's what the mega armor room looks like.
That looks great, cortez! I'll do a map walkthrough video soon.
Early June update:

Teleporter 1 entrance
[Image: xqit3895xnh729q0e31_thumb.jpg]
Teleporter 2 entrance 
[Image: s3m9jj3jzp300w0iyzy_thumb.jpg]
Teleporter 2 exit
[Image: zgrz7sgw5talngdamde_thumb.jpg]
(06-02-2017, 03:44 PM)Cortez666 Wrote: [ -> ]Teleporter 2 entrance 
[Image: s3m9jj3jzp300w0iyzy_thumb.jpg]

Loving the look of this! Keep it up.
Lava only deals damage on entering the pool (or jumping in it). Standing in it longer, no damage will be inflicted.

This isn't intentional is it?
I noticed it in the center room on the 2 pools that surround the walkway.
(06-03-2017, 02:46 AM)Antares* Wrote: [ -> ]This isn't intentional is it?
I noticed it in the center room on the 2 pools that surround the walkway.

shouldnt be the case. Everytime i get in the lava i get damaged.

some sort of update.
[Image: 8g0lrwst1rt7nfcmtqpz_thumb.jpg]
[Image: xdzi9y3k6y9mb11arud1_thumb.jpg]
[Image: 17weloz3cjnte90uc3y_thumb.jpg]
[Image: ltlghljtcr1p9zr90s0k_thumb.jpg]
[Image: 9dk0heentwq807twlb2o_thumb.jpg]
b4: Same thing happens with lava for me on the center room. It only deals damage when I float on the surface, (enter or leave) but if my feet touch the ground it stops dealing damage. The lava next to 100a seems to work properly though.

Also, is there any reason why teleporter exits throw you airborne? It makes movement more wonky. You should be in control of your footwork when you exit, especially when you exit on top of a floor.
(06-07-2017, 12:51 AM)Smilecythe Wrote: [ -> ]Also, is there any reason why teleporter exits throw you airborne? It makes movement more wonky. You should be in control of your footwork when you exit, especially when you exit on top of a floor.

Dunno why, but the lava issue is fixed.


-----
mid june update

[Image: xc4uorbl9y5x0sktrk9_thumb.jpg]
[Image: l63ayvbxmd4a5yec2whw_thumb.jpg]
[Image: 5zohey3eijs5dv8hhdgw_thumb.jpg]
Nice work, Cortez
Looks quite a lot like that Volls map, which I find a tiny bit disappointing - but at the same time I get to see how that style has evolved.
Beta 5 has arrived
https://www.dropbox.com/s/tdi9e9k2wf8vxx...5.pk3?dl=0
The main change is, i textured the map. There is no spaceholder concrete.
There are still some things to do, but i would like to know if you have some suggestions and if there are any problems regarding the performance.
Got  opinions from Komier. The map version was b4, but I assume nothing changed except the lava fix and the added textures.

50 Health Teleporter

[attachment=1723]
Code:
Jun 21 13:11:23 <v-pacific>    <[S]Komier> this tele
Jun 21 13:11:30 <v-pacific>    <[S]Komier> should output you on the ground
Jun 21 13:11:36 <v-pacific>    <[S]Komier> so you can't accidentally overshoot
Jun 21 13:11:52 <v-pacific>    <[S]Komier> if you got 800ups+ you don't get to jump on that platform
Jun 21 13:11:55 <v-pacific>    <[S]Komier> and just fall down here
Jun 21 13:12:29 <v-pacific>    <[S]Komier> with a side effect of making jumping to arc area easier
[attachment=1727]

Weapon Suggestion
[attachment=1724]
Code:
Jun 21 13:07:48 <v-pacific>    <[S]Komier> I'd rather the crylink be the electro
Jun 21 13:07:52 <v-pacific>    <[S]Komier> and this electro be a hagar
Jun 21 13:08:04 <v-pacific>    <[S]Komier> but that's probably mostly so I can pretend I have a hyperblaster

Top Teleporter to MA Room
[attachment=1725]
Code:
Jun 21 13:05:53 <v-pacific>    <Antares★> what about the tele uptop
Jun 21 13:06:10 <v-pacific>    <[S]Komier> I already said I didn't like tha tone
Jun 21 13:06:14 <v-pacific>    <[S]Komier> if you get a kill here
Jun 21 13:06:24 <v-pacific>    <[S]Komier> you can just get another by waiting on spawn, then taking the tele

Regarding Health
[attachment=1726]
Code:
Jun 21 13:02:40 <v-pacific>    <[S]Komier> there's not enough health, either

Jun 21 13:03:45 <v-pacific>    <Antares?> somethin about the health?
Jun 21 13:03:46 <v-pacific>    <[S]Komier> there are only 2 25s
Jun 21 13:03:48 <v-pacific>    <[S]Komier> 6 shards
Jun 21 13:03:50 <v-pacific>    <[S]Komier> and a 50
Jun 21 13:03:59 <v-pacific>    <Antares?> ya the 100 turned into a  50

Jun 21 13:04:10 <v-pacific>    <[S]Komier> this wasn't here in q4
Jun 21 13:04:16 <v-pacific>    <[S]Komier> and q4 took out the mega
Jun 21 13:04:40 <v-pacific>    <[S]Komier> when playing q4 with koala, we found ourselves health starved and hiding from each other like 20% of the match time

Jun 21 13:05:10 <v-pacific>    <[S]Komier> I'd move this 50
Jun 21 13:05:18 <v-pacific>    <[S]Komier> up here somewhere
Jun 21 13:05:31 <v-pacific>    <[S]Komier> and then replace that 50 with a mega health
(06-21-2017, 07:42 PM)Antares* Wrote: [ -> ]50 Health Teleporter
...

Every placement has its advantages and disadvantages

(06-21-2017, 07:42 PM)Antares* Wrote: [ -> ]Weapon Suggestion
...

the reason why i chose another weapon which consumes cells is simple. it weakens the lg, so you have to decide which weapon uses the cells.

(06-21-2017, 07:42 PM)Antares* Wrote: [ -> ]Top Teleporter to MA Room
...
Well, this never happend to me, even against player with a much higher skill level.

(06-21-2017, 07:42 PM)Antares* Wrote: [ -> ]Regarding Health
...
Take a look at the placed items. Armor and health are almost identcal. The only difference is the mega armor and the health is regenerating.
I played several games and didnt had any real issues.
Quote:Every placement has its advantages and disadvantages
The idea wasn't the placement. The idea was that if you were going fast around the map and wanted to route to the 50H then jump across the gap to the 50A, you couldn't unless you stopped for a bit or slowed yourself down.

Quote:the reason why i chose another weapon which consumes cells is simple. it weakens the lg, so you have to decide which weapon uses the cells.
Well ok, can't really argue with that. Playstyle-wise and anecdotally the Crylink is disliked enough to be abstained from generally, or unpopular enough to be ignored in favor of Electro secondary spam; in a way it's like another pack of cells. But this is just general weapon balance that isn't very related to this thread.

Quote:Well, this never happend to me, even against player with a much higher skill level.
Just because it never happened to you, doesn't mean it can't happen.

Quote:Take a look at the placed items. Armor and health are almost identcal.
This was the map it was compared to.
[attachment=1728]
Nice map, I like its atmosphere.
Decent size for a duel map.
I haven't played real matches here yet, so I can't judge item placement.

Final version is playable on psyx servers.

Two small things, though:

[Image: 1498377286.jpg]
If you stay on the very left, you can go behind this teleporter and see missing textures.

[Image: 1498377588.jpg]
Axial symmetry looks wrong on this door >:)
A very good map, well done cortez, once again Big Grin
u is king uisking uking u
Map walkthrough time!

Well done, Cortez and good job, Antibody! Solid work folks, as always!