[DM/Duel] zone - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Map Releases & Reviews (https://forums.xonotic.org/forumdisplay.php?fid=13) +--- Thread: [DM/Duel] zone (/showthread.php?tid=4560) |
[DM/Duel] zone - machine! - 10-21-2013 zone A small and simple duel map with a unique twist regarding item choice. Download: https://www.dropbox.com/s/62h4gwkyusj074f/zone_fix.pk3 Feedback is always welcome, especially the general flow of the map and item layout. RE: [DM/Duel] zone - Halogene - 10-21-2013 Wow, this might be the first duel map where competitive players force other player models than Mega Erebus... I'll put it on DCC Pickup when I find the time. RE: [DM/Duel] zone - Mirio - 10-21-2013 I am blind now. ;p White/yellow soooo bright. RE: [DM/Duel] zone - Halogene - 10-21-2013 it's on DCC Pickup now. Also note that I fixed some settings about dcc pickup, nex damage is 80 now again. If there is anything to be fixed there still let me know. RE: [DM/Duel] zone - Justin - 10-21-2013 I will give my review later when I have more time. Overal: Big improvement from previous maps (got inspired by warfare?) RE: [DM/Duel] zone - Lee_Stricklin - 10-22-2013 *grabs sunglasses* RE: [DM/Duel] zone - machine! - 10-22-2013 @halogene Cool, will be interesting to see if it plays well. @Justin Looking forward to your review. The map ain't inspired by Warfare, actually I got an idea of one room and made it (the one with red tele), then I made some connections, added two other rooms, added stuff to them, made some more connections, and this is the result. This map had no planning what so ever. xD RE: [DM/Duel] zone - Halogene - 10-22-2013 I had a run on it and this could be interesting. Need to play a duel some time on it. RE: [DM/Duel] zone - Justin - 10-24-2013 Here is small gameplay overview I promised to do: Ok, Firstly the negative ipressions:
Now lets go to positives:
Concluding: There is a tremendous work to do but you have at least the layout sketch finished (I think?). Right now the negative aspects overnumber the positive ones but I am sure you are capable of fixing it. Now there is a bunch of questions you need to ask yourslef (and anwser) about your map:
In terms of gameplay:
RE: [DM/Duel] zone - machine! - 10-24-2013 Thanks for the feedback! (10-24-2013, 04:21 AM)Justin Wrote: [*]Map has absolutely unacceptable visuals (sorry to say it). You are probably going to say that it's a beta version and first relese but it's no excuse to relase something that looks so empty and repulsively. Because of that the first impression might be very negative even for those who claim they don't cara about visuals whatsoever. So It's -1 from me. I know it feels a bit empty (especially electro room and the cargo room), I already got some plans for certain details that could fill out the "emptiness". Although, the reason for the texture is to optimize contrast as this is a duel map, I wanted something that looked descent while being neither difficult to texture nor too ugly and good from a gameplay perspective. Just so you understand why I did go with these textures in first place. So more details, not other textures is my plans. (10-24-2013, 04:21 AM)Justin Wrote: [*]There quite a few ramps on this map (some pointless and irritating): That is very true, didn't thought that the tele will be used instead for that, I still really like that ramp jump though so I think I might make it somewhere else or make it harder to get from tele to there somehow. The last statement is also very true, will fix in future release. (10-24-2013, 04:21 AM)Justin Wrote: [*]No way, man! Fix the ramp That's actually not a ramp (in trickjump sense), just a detail, I will make it more flat so it fits better. (10-24-2013, 04:21 AM)Justin Wrote: [*]Very litlle edge and quite usefull. Make it wider (you can move the wall a bit out to expand the ledge) I think I'll keep it that small since it was supposed to be more of a trickjump who feels natural to the environment, not looking like it was explicitly placed out. (10-24-2013, 04:21 AM)Justin Wrote: [*]This room contains of ony one weapon and the rooms architecture could be easier for players (the top floor is accessable trhough quite difficuly ramp jump (during fights it becomse impossible). Yeah, this room feels very empty, I will add more items. The trickjump will stay thought since electro is the most powerful weapon on the map. (10-24-2013, 04:21 AM)Justin Wrote: [*]I hate when mapper adds such obstacles. Very narrow corridor. Therefore easy to bump into it and stop immeditally. An when players stops, the flow stops and good mood stops as well -1 Agree! Will fix that. (10-24-2013, 04:21 AM)Justin Wrote: [*]Here the weapon (mortar) is visable only from one corridor (when player eners the room he/she can see mortar only when going from one doorway - left one in the screenshot) place mortar in a better spot. I don't quite understand what you mean, so you mean it's not visible directly when you enter the room that is the problem? (10-24-2013, 04:21 AM)Justin Wrote: [*]This corridor is way too long and also conects to many others which confuses me somehow. Considering the fact that map looks everywhere exactly the same (apart from the room with shelves - nice indicator) I don't think this long corridor will be a problem, since there is no nexgun on the map. And that the map look similar everywhere will not be a problem, only the first run might it be. (Using picmip on a map with one texture set gives exactly same effect and have never been a problem to me at least). (10-24-2013, 04:21 AM)Justin Wrote: [*]This loop is pointless: If you remove it you also gonna shorten the corridor I mentioned in the upper point. I get your point, but I gonna wait and see if it adds something to the gameplay, if it doesn't then I'll remove it. (10-24-2013, 04:21 AM)Justin Wrote: Now lets go to positives: Thanks! (Also for the constructive critisism(which you call negative )) Also the questions you listed is really good, as I said earlier I had almost zero planning in this map, I just had these three goals I knew I wanted to accomplish.
RE: [DM/Duel] zone - unfa - 10-24-2013 Justin, you could write a book on mapping! Your points are great and the clarity of seeing what-does-what in maps makes all designing a cycle of decisions (make it this way, because it wil allow this and that), not just a random picks (make it this way, because why not!). Think about making a document about mapping! And If you do, please release it under CC RE: [DM/Duel] zone - machine! - 10-25-2013 Played the map vs kammy, really hard to control all items, which is good IMO. I'll have to make som sort of trickjump up to cell ammo though, electro is not as strong as i suspected without too much ammo, so I might even place a third cell ammo. RE: [DM/Duel] zone - machine! - 11-09-2013 Okey, made new version.
https://www.dropbox.com/s/62h4gwkyusj074f/zone_fix.pk3 Also updated first post. RE: [DM/Duel] zone - Mirio - 11-09-2013 Hint: For future release rather use _v2/_r2 suffix before ending up with _fix_anotherfix_fixed ! RE: [DM/Duel] zone - machine! - 11-09-2013 Yeah sorry, will do so in future! RE: [DM/Duel] zone - Brot - 08-03-2015 Thats one of the best designed map i ever seen. RE: [DM/Duel] zone - machine! - 08-03-2015 Hehe thanks! :3 RE: [DM/Duel] zone - BuddyFriendGuy - 08-08-2015 @machine!, would you consider move away the spawn point right in front the red teleport exit? Some spanws were killed that way. Also, could you fix the filename for *.mapinfo, and perhaps add a screenshot? RE: [DM/Duel] zone - machine! - 08-09-2015 Don't have mapping environment setup atm but can fix the logistical stuff. https://www.sendspace.com/file/gsfrhn |