Collecting opinions about good competetive Duel-Map - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Editing and Concept Art (https://forums.xonotic.org/forumdisplay.php?fid=11) +--- Thread: Collecting opinions about good competetive Duel-Map (/showthread.php?tid=1392) Pages:
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RE: Collecting opinions about good competetive Duel-Map - Mirio - 01-01-2011 Assault Rifle = MG or what?.. *confused* RE: Collecting opinions about good competetive Duel-Map - WTFProoF - 01-02-2011 Assault Rifle is the thing which fires bulets in automatic mode when pressing prime-fire and bursts in secondary-fire (think it's binded on "3" by default), but I don't know if it will be used often since it seems to lack a bit of firepower. I now got down a good sketch of the map-layout. It contains colored height-tiers and the position of the major items (Body Armor, Chest Armor, Helmets and Mega Health). However I don't have a scaner here (I'm on holidays in Swizerland and don't have my normal rig here) so the picture could be a little "messy". So here are the Explanations: The Map name is: "Old Factory" or "DM_1on1-Factory" Architecture: There are only 3 tiers left (I've decided to erase one tier cuz it did not serve any real function). Black = Walls Light blue = Tier 3 Medium blue = Tier 2 Dark Blue = Tier 1 Purple = Jumppad (there are 3) Boxes with black lines in the middle of them are stairs. Items: Red Square = Body Armor (100AP) Yellow Square = Chest Armor (50AP) Green Square = Helmet (25AP) Violet Square = Mega Health (100HP) What do you guys think about this layout? Peace RE: Collecting opinions about good competetive Duel-Map - kojn^ - 01-02-2011 By the way just to add, someone made a more balanced version of final_rage before vbraun I think it was francotirador with the help of bundy and it changed items/weapons about to fix the issues you mentioned, would probably work well in Xonotic Map layout looks really good, I would still include a nex though really I would. RE: Collecting opinions about good competetive Duel-Map - Mirio - 01-02-2011 Yes the weapon on 3 is the Machine Gun. This looks really interesting. I'm not sure about the Nex there, maybe needs to be tested. I guess you will place 5 HP boxes! RE: Collecting opinions about good competetive Duel-Map - WTFProoF - 01-02-2011 The sketch only contains the major items right now, ofcourse there will be weapons and smaller Items like Shards and Health-Crosses. RE: Collecting opinions about good competetive Duel-Map - kojn^ - 01-02-2011 Looks pretty big actually! Put a nex on it, you have too, it's like LAW! Looking forward to seeing this. RE: Collecting opinions about good competetive Duel-Map - PGP_Qz - 01-03-2011 (12-28-2010, 11:33 PM)kojn^ Wrote: But for sure, we need some more duel maps, and I need to get back into activity and learning mapsDamn ! ^^ I like this topic. I'm glad to see people interested by 1on1 in Xonotic. I don't understand why you say that a space map cannot be a 1on1 map. Solyent is my fav', and a lot of 1on1 players like it. The nex is not essential, but strongly recommended ^^ The layout is promising. Xonotic need competitive duel maps. Looking forward your work. RE: Collecting opinions about good competetive Duel-Map - WTFProoF - 01-03-2011 Because Space adds randomness to the game and randomess is the last thing you want to have in competetive duel. It's ok if there is a natural source of damage in the map but it should not kill a player instantly like space does also it should not reward the player who landed the lucky grenade/rocket whatever to push the other over the edge with a free kill, like it does in Xonotic/Nexuiz. The time has shown that space-maps never were accepted as good duel maps in any FPS. RE: Collecting opinions about good competetive Duel-Map - Strahlemann - 01-07-2011 Hey WTFProof! Your layout looks kinda solid, although i can't really imagine the whole map when looking at it (but that has always been my problem with 2D sketches of maps ) Keep in mind that the different floors can cross each other at different heights which can support your layout in being a little bit smaller, while also providing the possiblity for some additional vertical gameplay moments. The hallway on the bottom left for example seems too long imo. I'd suggest to build a rough layout in NetRadiant first and while building it you'll get some more ideas to improve the layout anyways. Then you can also post some 3d shots of the layout. Feel free to release an early alpha as well! edit: wviperw's competitive design guide is also always a good read: http://www.goodstuffmaynard.com/portfolio/other/cdg.html (i'm coming back to it at least twice a year) |