Co_mazefight

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
edited June 2004 in Mapping Forum
<div class="IPBDescription">getting lost in combat</div> <a href='http://www.df5jz.de/Ollj/co_mazefight_alpha.bsp' target='_blank'>co_mazefight_alpha</a> (with unnbuild armories)
<a href='http://www.df5jz.de/Ollj/co_mazefight.bsp' target='_blank'>co_mazefight</a>
<a href='http://www.df5jz.de/Ollj/co_mazefight2.bsp' target='_blank'>co_mazefight2</a> (giving rines a chance, maybe) (no more door kills)

Like in ns_mazefight the map is a maze that changes its shape randomly.
You spend a little more time in finding the way, than just in shooting the enemy.
The maze is tiny (co_sized), "hopefully" a rotating door just releases enemys in your back all the time instead of just making you lost untill the time limit runs out.

To make it work with the time limit of combat... the map has 2 levels conected by stairs on their sides the alien level on top and the marine level below, with hives in ther center,
so you just seach one of 8 stairs on the border and then the enemy spawn in the middle of the other level.
You can still get lost, but every way sooner or later leads to the enemy base, the sooner the better.

Its alpha stage, just testing the basics, if the hive healing range is killing the layout of that small maze and if its all working with combat at all.
Theoretically the mazefight idea only works in combat.
Might be no bad idea increasing the time limit a little on the first game.
Of course the map will get more kills than everybody else, but its combat, who cares.

Its on the graveyard server of deadclan I bet...
edit: hehe look how fast the server doubled its player count <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

Comments

  • RadiusRadius Join Date: 2004-05-23 Member: 28860Members
    edited June 2004
    screenshots would be nice..

    edit: I just tried it and now I understand why you didn't put screenshots.. btw I really hate your map <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> I got so lost that i can't believe it <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    ns_mazefight was a veryfun map.
    Where have you been anyway?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    It must look boring because every wall has to look like the same to make you getting lost.
    This makes screenshots obsolent.

    The alpha has unbuild command chair and armorys, i forgot the starts build flag, but hey its 4 armorys.
    first final coming...
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    Yea ollj were you dissapere to, I rember you made an old version for this map back in the day and it rocked, that along with the arena map
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    hehe that arena map just worked with 1.04 and it was like co for 1.04 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    Was thinking about co_arena many times but the huge problem with arena maps is that they eat +300 entities for each arena to make the teleporters work.
    co made arena maps obsolent anyways, no need for maps with 1200 entities...

    Ive been modeling stuff like many pokemon, the "save the waffle" Elephant, a "Super Mario" Mario and a "Lilo and Stitch" Stitch for ns. I like the idea of wallklimbing stitches but noone animates him.

    {dead}scott is not online yet and the only one uploading on his server. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    This map is pure evil and it scares me to play it. I'm totally afraid of getting crushed between the walls. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    Played the map and I found it to easy >.< got to the hive in about 2 min, had more of a problem of the map making its self dead ends
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    already noticed that:

    in ns_mazefight only 2 of 5 walls were movable (because of vis blocking), in co_mazefight its 3 of 4 walls (multiple levels and small map make vis blockers osolent).
    <img src='http://www.df5jz.de/Ollj/co_maze_minimap.gif' border='0' alt='user posted image' />
    This is the minimap incl. sliding and rotating doors.
    With the rotating doors close to each other there are too many posibilities of dead ends and cages.

    It might be anoying to just wait till a door opens.
    I think I will fix this by placing vents in every second sliding door.
    On the other side it might be good for forcing teamwork, small groups all over the maze waiting for a path opening, then it opens somewere and the battle begins.

    also want to know if it was a good idea to place half of the spawns outside in the maze <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • XenoXeno Join Date: 2002-11-01 Member: 2343Members
    wow, good job ollj. very fun. i put it on my server's rotation. its a 30 person server. we just changed it to custom only today and we put SIEGE007, CARGO_B6, and your map, MAZEFIGHT. we dont usually get any people in the morning, but by the afternoon its usually full. how the map will handle with 30 people still begs to be seen. i will post back and tell you how it went. btw, server ip is....

    [NAR] - #1 - School of Darwinism - Custom Only ip: 66.36.236.41:27015
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Thanks for playtesting xeno.
    Summing up reactions "this is a nightmare, end it" "omg I hate this map" "goodamn doors" "this map sucks, change it" "omg lol, this map owns" "this is fun"

    I made a big flaw; the marine base is way too small and undefendable with 4 switching entrances and a ton of curves outside -> marines are on defense all the time. Need to change marine spawn into a small bunker.
    The ceeling is also too high, too hard to aim for marines, especially at the hive, i will lower it.
    There are too many death ends most times and the straight view (good for long range weapons) is way too short most times, ill fix that by cutting some walls.

    working ot it...
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    I get them coments a lot, just ask what would make it better and improvise ^^
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Hehehe, bout time. Its on Graveyard 1.
  • XenoXeno Join Date: 2002-11-01 Member: 2343Members
    yeah, its a really fun map. nothing like following your friend and then running for your life when the wall is about to close. i love this map. but yeah, some complaints i get are that the constant noise of the walls gets irritating. hard to talk over the mic. maybe just lowering the volume or getting rid of it all together would be better. also, maybe the time it takes for the wall to rotate should be increased. so instead of the walls rotating every 10 seconds, they should rotate every 30. people say they are spending more time fighting the walls rather then aliens and marines. cant wait for the final version of this map. keep up the good work.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited June 2004
    I tried a few re designs, tested them and noticed; "WTH marine spawn is even smaller and worse than before"
    slept about it.
    Tried a <b>new layout</b> and yeah, thats it... (less entities)
    <b>Marines now spawn upper level, aliens lower level, hive is in a pit</b>

    Doors are in 10 groups, when one group moved another ranrom one moves 3-6 seconds later. I tested 6-12 minutes instead, doors moving half as often, and did not like it, dead ends stay too long.
    Then by accident I disabled doors doing damage and noticed, hey the only reason you put in that damage was because it should not be blockable by structures, but man its combat, no structures, and nobody is interested in staying somewere just to keep one of 100 doors open.
    So <b>doors do no more damage and toggle back when blocked</b>
    and doors move even a little more often than before; every 3-5 seconds.

    Then I failed in placing an overview minimap into the readyroom badly and felt back to the
    "<b>Ollj stile spectating from above ready room</b>" that gives a better overview than any minimap.
    And marine defense is now easier with
    <b>gls shooting over the walls of the upper floor</b> (through the ready room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ) , same with bile bomb and any other long range weapon.
    Still needs to be playtested if gl is overpowered.

    <a href='http://www.df5jz.de/Ollj/co_mazefight2.bsp' target='_blank'>http://www.df5jz.de/Ollj/co_mazefight2.bsp</a>

    playtested:
    Some doors are still killing and dead ends are still anoying but this version is way better. Its cats and mouse but mices having guns.
    The hive is hard to defend, better dont let them get so far.
    The map is nicely ballanced but you need 10 players on each team (or you never find enemies) and double your servers time limit.
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    No pic, no click.

    I've never downloaded a map without seeing any screenshots... could you give us a few?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited June 2004
    Maze maps have boring textures to give as less orientation as possible.
    <img src='http://www.df5jz.de/Ollj/mazefight.jpg' border='0' alt='user posted image' />
    This is from the readyroom were you can see the upper marine level (spawn) below, but they cant see you (but shoot trough the rr).
    On the left you see a door moving, the bright marine spawn is surrounded by a small moving maze, on its borders are stairs down to the lower level with the same maze and a hive down its middle.
    Its not as dark as it looks on this screenshot.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    Hmm i like the sound of this.

    But honestly, I think that screenshot doesnt look good <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
    Just because its a maze, doesnt mean you can have good looking corridors, even if they all are the same. That infestation could probably be cleaned up and improved a great deal.

    ...Is the whole map infested? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • wallerwaller Join Date: 2004-04-28 Member: 28281Members
    I've gotta try getting this thing on my clan's server.

    this reminds me of a map Snake_ub done, but he's done a glass maze with very transparent glass.
    Very alien bias though.
  • XenoXeno Join Date: 2002-11-01 Member: 2343Members
    i think that the upper level should be made into a more marine friendly textrue. like metal or something. right now, its like aliens are camoflauged. its really hard to see if one is coming to your base or not. then as you move into the lower level, it should become slowly infested.

    i was also thinking, maybe having a timer? so say, after 10 minutes, all the walls suddenly stop into a position that leads into the enemy base. then comes a massive brawl within the last 5 minutes. just thoughts.
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