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Map incubator thread: Vociferous

#19
W00t, feedback. I'll reply one by one

(06-05-2012, 07:44 AM)nifrek Wrote: The layout seems generally to be set in stone

Not at all! The reason why there is little to no eye candy, normal texturing etc. on the map, because I suspect MAJOR changes here and there, according to other peoples ideas. Also, once I was told that it's hard to imagine a map only from 2D blueprints and birds-eye views, so I decided to quickly caulk-up the major outline of the map, so one can actually look around, toy with it, and don't have to only rely on imaginations.

(06-05-2012, 07:44 AM)nifrek Wrote: item placement are in a state advanced enough to give us a decent idea how it's going to play

Items are there so you can actually...

(06-05-2012, 07:44 AM)nifrek Wrote: but it's only theory until it's seen in action. I mean, I can jump around on it, look at where items are and imagine how it will work out in a match, but it's really hard to give the useful suggestions that you want unless we have 8 competitive players on at the same time to play 4v4tdm (this has not happened in a while).

BAM YOU NAILED IT! PLAYTEST FFS! As I cannot clone myself, nor think I'm an experienced dueler/tdm player enough to do this playtest for myself, this is what I generally asked for in the first place! I cannot make you good competitive maps without them being tried by you! So pretty please, get your asses together, and get #pickup players test it! I nagged for several times, but nobody cared. I cannot help anymore.

(06-05-2012, 07:44 AM)nifrek Wrote: I find that there is a very severe lack of "flow" on the map to the point that I can't imagine the layout to be "fun" to play on at least not in the competitive sense.

Finally, we're talking.

(06-05-2012, 07:44 AM)nifrek Wrote: One-way teleporters really should not be there to fix the lack of flow, it really has to work without them, their purpose should be to add some more possibilities + an extra fun factor. Instead they seem to be there as the only sane/safe way to get from one side of the map to the other (avoiding the very long L-shaped corridor and the huge middle room). There should be a better way to fix this problem.

You are right about one teleporter, and that's the one leading from the nex room to the Mega Health. For the teleporter with the Mega Armour, it is intended that way: you can time how that spawns, and you can take the fast, but risky way to get it, because you can't escape from that corridoor if you get caught. At least that's how I imagined the flow for that part.

(06-05-2012, 07:44 AM)nifrek Wrote: The thing is, I can't easily offer a solution to my complaints and I don't think saying "there is no flow" helps you very much.

Sure you do help.

(06-05-2012, 07:44 AM)nifrek Wrote: It just is too complicated to explain in writing which is why I have not participated in this thread or on irc before. They only way I'd be able to give suggestions would be if I could test ideas directly on the map so it could be easier to show you, or even collaborate if you're open to that.

Now this is the part that truly saddens me, because:
-the git branch is there. It is public. Anybody can toy around with it. If I wanted to keep this to myself, I wouldn't made the branch in the first place.
-As I specifically stated in Proposal to change the mapping procedure for official Xonotic maps what I'm doing right now, as trying to get as much feedback as I can, while recruiting for a mapping team. Comappers, modellers, playtesters are what I seek.
-Also, I'm a bit hurt personally too, as you should know me well from IRC, I'm always opened for discussions, compromises, and I think I can work well in a team too. How could you even think I don't want to team up and such Sad

(06-05-2012, 07:44 AM)nifrek Wrote: Last time I tried to edit the map I was not able to compile it (no idea why), but it seems to work with last version you posted so now I could do it. Obviously I am asking you beforehand, because it's your map and what I might suggest are possible major changes to the layout which might not be what you have in mind.

Same as above. Of course I am ok with that!

(06-05-2012, 07:44 AM)nifrek Wrote: For example, I feel that the megahealth room (regardless of it's content) is completely off in how it is located in the layout, it has it's own small "loop" going thru it that is completely outside where other major loops meet, but I don't see how I could give you a suggestion on how to fix it other than opening netradiant and moving stuff around to try it out. So, I would be happy to help but it depends if you prefer to keep working on it yourself, which would be understandable.

Feedback again, hurray! Yeah, that room is very odd too, it mainly has that "loop" because of the opened floor aka. dropdown-shortcut from the second floor to the RL.
So, thx for all these feedbacks, this is exactly what I wanted. I might not be anymore 24/7 on IRC because of zug zug, but during the evening hours, I am mostly there, and anybody can reach me, even via PM on the forum.
Once again: I'm open for all suggestions, ideas, and I accept, I ASK for help.
[Image: 561.png]
"One should strive to achieve; not sit in bitter regret."
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Messages In This Thread
Map incubator thread: Vociferous - by CuBe0wL - 05-25-2012, 03:58 PM
RE: Map incubator thread: Vociferous - by CuBe0wL - 05-26-2012, 12:55 AM
RE: Map incubator thread: Vociferous - by CuBe0wL - 05-26-2012, 11:17 AM
RE: Map incubator thread: Vociferous - by CuBe0wL - 05-27-2012, 03:49 PM
RE: Map incubator thread: Vociferous - by CuBe0wL - 05-27-2012, 04:38 PM
RE: Map incubator thread: Vociferous - by CuBe0wL - 05-30-2012, 12:26 PM
RE: Map incubator thread: Vociferous - by tZork - 05-31-2012, 06:16 AM
RE: Map incubator thread: Vociferous - by hutty - 05-31-2012, 12:43 PM
RE: Map incubator thread: Vociferous - by CuBe0wL - 06-05-2012, 03:10 AM
RE: Map incubator thread: Vociferous - by nifrek - 06-05-2012, 07:44 AM
RE: Map incubator thread: Vociferous - by CuBe0wL - 06-05-2012, 08:24 AM
RE: Map incubator thread: Vociferous - by nifrek - 06-05-2012, 09:12 AM
RE: Map incubator thread: Vociferous - by CuBe0wL - 06-06-2012, 07:56 AM
RE: Map incubator thread: Vociferous - by CuBe0wL - 06-07-2012, 04:46 AM
RE: Map incubator thread: Vociferous - by CuBe0wL - 06-08-2012, 05:18 PM
RE: Map incubator thread: Vociferous - by hutty - 07-09-2012, 10:04 AM

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