Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
edited October 2011
It's a shame you guys don't like dark areas, because this is too cool. Those who are scared can use their flashlight, I just rely on my Com :p <img src="http://s3.postimage.org/t6vk9s0qa/dark.jpg" border="0" class="linked-image" />
Updated loading area <img src="http://s3.postimage.org/7x91ntw8q/Loading.jpg" border="0" class="linked-image" />
Updated engine area, notice how autocom still guides me. <img src="http://s3.postimage.org/bgvfx0fxz/engine3.jpg" border="0" class="linked-image" />
Updated RT next to engine, yet power comes from security, access right behind me. <img src="http://s1.postimage.org/of75k9vfp/securityrt.jpg" border="0" class="linked-image" />
Showing off the cool new pathing by UWE!!! Nothing stops it! <img src="http://s1.postimage.org/6p7jef436/pathing.jpg" border="0" class="linked-image" />
Unpowering engine, you can unpower this area too but not from here. <img src="http://s1.postimage.org/hc4inxaaa/unp1.jpg" border="0" class="linked-image" />
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
edited October 2011
I don't want to change the name. I admit Archelon sounds cool, but it isn't consistent with my ideas with this map. Once you play the map you will understand :p
And no captain will name his ship after an extinct animal, natural selection has done him already, he doesn't need to go twice :p
And I'm going to keep the dark areas at least for first release to see how it goes, if its really a problem i will change but I don't think so. Some areas are dark on the video because I haven't finished setting up the lights. The pitch black areas I'm keeping are that first pic from post above, it is a secondary route between alien spawn and the techpoint to its left so I think it makes sens in that place. Another is that little area near Marine spawn which does have a vent leading in from the dark, i think I'm going to find a way to make the com be able to see if a skulk comes through there so he will have to tell his team were the enemy is coming from. Some area like marine spawn or loading are real bright giving an advantage to marines, others have dark areas like alien spawn or engine giving an advantage to aliens. Hopefully this will force the teams to adapt and make strategical choices.
Nice! Keep cranking away turtle! If you ever need help or want to communicate with other mappers like Jonacrab, FMPONE, they are both regulars on our TS3 and we wouldn't mind adding you to the list ;)
Do you plan to have an alhpa/beta release in the near future?
I can't wait to make another reveal video in the *near* future :)
ArgathorJoin Date: 2011-07-18Member: 110942Members, Squad Five Blue
Just wanted to say that I, and im sure all of duplex, thoroughly enjoyed playing a match on this last night. The visuals are great (especially the bridge), the fps performance was great, the layout interesting, etc. There were a few bugs, cysts dieing, not getting through doors, etc. But nothing serious!
I especially liked the changing levels across the map, I was never sure what level I would come out on sometimes as the map gives no hint. Our first push as marines brought us into alien start ontop of the giant containers, which was a great tactical edge for marines attacking alien start.
I look forward to playing more matches on this map!
Visually, there are lots of strewn textures with some ill-choiced combinations. That, I can't offer any constructive feedback on. Although I'd say look at your trims, sometimes your stretching them way too much, like at the black-vent trim on the marine start exits.
Here's a few notable suggestions/key points for you to ponder,
1. You can't actually jump over these rails, I noticed no others in the map that you couldn't except these. It might be worth going back through the level, finding all your rails and making them the exact height with a copy/paste technique. <img src="http://i.imgur.com/aNJUC.jpg" border="0" class="linked-image" />
2. On the floor the player sticks/struggles to get over the bevelled parts. It really hinders moving forward in a line. <img src="http://i.imgur.com/qCbeu.jpg" border="0" class="linked-image" />
3. Add a ladder here (look at the reticle) <img src="http://i.imgur.com/GGhKh.jpg" border="0" class="linked-image" />
4. Light this area. It's really unintuitive and not fun to play a game with pitch black darkness. Let the power point do that job for you. <img src="http://i.imgur.com/n8h4p.jpg" border="0" class="linked-image" />
5. You need to do something with this as I'd imagine this sprite isn't going away. Maybe a re-placement of the tech point in that area or some sort of supporting pillar. <img src="http://i.imgur.com/UKVNT.jpg" border="0" class="linked-image" />
I've not had the chance to play it in a real game like the Duplex player above. Although gameplay wise it's tight, flows, it's small. So you've got a good base to go on there you just need to up the visuals, smooth out a few kinks and hopefully I've been able to help with that last part.
I also feel too many corridors are un-named. As a player, this could really struggle to locate player-marine. Maybe naming the corridors or as I'm doing, make the surrounding corridors part of an area. It also means they'll be power-point controlled so it gives a larger dynamic lighting sense too.
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
For info, there is another more recent thread. When I released the alpha I created a thread in general discussion which was moved here. So now there are effectively two turtle threads in mapping section. <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Could a mod close this one please?<!--colorc--></span><!--/colorc-->. There is a link to other thread in my sig and <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115214" target="_blank">here</a>
---- @Raneman
Thanks, I would love if UWE liked the map as to make it official. I still feel there is some detail work to be done to get to their standard but most of the work is done already :D
@Argathor
Thx! I really enjoyed watching that game too. I really got a true idea of how the gameplay works and identify where I can do a few balance changes. I think I really overestimated the marines, so I've already made things easier for them in Marine Start (more space in the corridor that leads to generator / removed the back vent and made the lower part higher so you can move in and out easy). I've also moved one of the loading rts in that lower space of port hub which will also bring more challenge to aliens as you need a gorge to bring down the infestation to the lower area (or com pustules have to go through hub)
There was some great tactical moments especially in the second game, the marines did some great pushes and I was kind of sad they lost (I think that was you guys, duplex, playing marines in second match right?). I remember that push you mentioned too which really impressed me! It was great to see there are spots like that that the teams could use for tactical advantage without making them too op. Overall there seems to be a good balance with a few tweaks needed. Those doors at Marine start really changed the flow of the map in a good way.
It was obvious that the fact that the teams had to learn the map at the same time they where playing made a little disorganization. But as the games went things were getting real tight. It was great seeing you guys developing strategies, and seeing things I didn't even imagine could happen. I'm sure when people know the map better, and its tactical spots, its going to bring some very tight games!
@Konata
Thanks a lot!
1/2. I'll change things to make it easier, I can jump over those rails but i'll lower them anyway.
3. I really don't want to put an access there for marines. Maybe players from HBZ/duplex could give me some insight from their game about what they think of that.
4/5. Has been changed already.
The version HBZ and duplex played on was a preview of b2 which I will release very shortly. I am doing a pass on the lighting with Radiance, and I want to analyze those games a bit once they post the videos to see if there are any more gameplay tweaks that seem essential. The feedback from the match was great and I can't wait to see those videos! And I can't wait to release publicly this new version which is a lot of fun!
ArgathorJoin Date: 2011-07-18Member: 110942Members, Squad Five Blue
I am glad you enjoyed the match too bob! Sorry for posting in the wrong thread, I will go find the correct one now!
I agree with Grizzy, I see no reason for a ladder there. It gives a tactical edge when entering bridge for marines, you need to go round to the right, but be aware aliens can drop down from your left or catch you at the corner on the right. Otherwise Bridge would be too easy to access for marines, it is already right next to marine start.
Comments
<img src="http://s3.postimage.org/t6vk9s0qa/dark.jpg" border="0" class="linked-image" />
Updated loading area
<img src="http://s3.postimage.org/7x91ntw8q/Loading.jpg" border="0" class="linked-image" />
Updated engine area, notice how autocom still guides me.
<img src="http://s3.postimage.org/bgvfx0fxz/engine3.jpg" border="0" class="linked-image" />
Updated RT next to engine, yet power comes from security, access right behind me.
<img src="http://s1.postimage.org/of75k9vfp/securityrt.jpg" border="0" class="linked-image" />
Showing off the cool new pathing by UWE!!! Nothing stops it!
<img src="http://s1.postimage.org/6p7jef436/pathing.jpg" border="0" class="linked-image" />
Unpowering engine, you can unpower this area too but not from here.
<img src="http://s1.postimage.org/hc4inxaaa/unp1.jpg" border="0" class="linked-image" />
Unpowered loading
<img src="http://s1.postimage.org/ryylqklem/unp2.jpg" border="0" class="linked-image" />
I love the darkness, keep the sinister feel please!
also: I vote for: "Archelon"
could we get a reply from you Evil on what you think about a theoretical name change?
And no captain will name his ship after an extinct animal, natural selection has done him already, he doesn't need to go twice :p
And I'm going to keep the dark areas at least for first release to see how it goes, if its really a problem i will change but I don't think so. Some areas are dark on the video because I haven't finished setting up the lights. The pitch black areas I'm keeping are that first pic from post above, it is a secondary route between alien spawn and the techpoint to its left so I think it makes sens in that place. Another is that little area near Marine spawn which does have a vent leading in from the dark, i think I'm going to find a way to make the com be able to see if a skulk comes through there so he will have to tell his team were the enemy is coming from. Some area like marine spawn or loading are real bright giving an advantage to marines, others have dark areas like alien spawn or engine giving an advantage to aliens. Hopefully this will force the teams to adapt and make strategical choices.
Do you plan to have an alhpa/beta release in the near future?
I can't wait to make another reveal video in the *near* future :)
Good luck bud!
<img src="http://s4.postimage.org/4nx0jr5er/alpha1.jpg" border="0" class="linked-image" />
<img src="http://s4.postimage.org/th6r6k2f5/alpha2.jpg" border="0" class="linked-image" />
<img src="http://s4.postimage.org/iudb9fm6o/alpha3.jpg" border="0" class="linked-image" />
<img src="http://s4.postimage.org/iudjj4coe/alpha4.jpg" border="0" class="linked-image" />
<img src="http://s4.postimage.org/4ny0xksb0/alpha5.jpg" border="0" class="linked-image" />
<img src="http://s4.postimage.org/87k8klxxj/alpha6.jpg" border="0" class="linked-image" />
<img src="http://s4.postimage.org/4nyhgy97p/alpha7.jpg" border="0" class="linked-image" />
<img src="http://s1.postimage.org/j03j4k28m/alpha8.jpg" border="0" class="linked-image" />
Let's see you get this bad boy done before the weekend so we can start testing!!!
I especially liked the changing levels across the map, I was never sure what level I would come out on sometimes as the map gives no hint. Our first push as marines brought us into alien start ontop of the giant containers, which was a great tactical edge for marines attacking alien start.
I look forward to playing more matches on this map!
Here's a few notable suggestions/key points for you to ponder,
1. You can't actually jump over these rails, I noticed no others in the map that you couldn't except these. It might be worth going back through the level, finding all your rails and making them the exact height with a copy/paste technique.
<img src="http://i.imgur.com/aNJUC.jpg" border="0" class="linked-image" />
2. On the floor the player sticks/struggles to get over the bevelled parts. It really hinders moving forward in a line.
<img src="http://i.imgur.com/qCbeu.jpg" border="0" class="linked-image" />
3. Add a ladder here (look at the reticle)
<img src="http://i.imgur.com/GGhKh.jpg" border="0" class="linked-image" />
4. Light this area. It's really unintuitive and not fun to play a game with pitch black darkness. Let the power point do that job for you.
<img src="http://i.imgur.com/n8h4p.jpg" border="0" class="linked-image" />
5. You need to do something with this as I'd imagine this sprite isn't going away. Maybe a re-placement of the tech point in that area or some sort of supporting pillar.
<img src="http://i.imgur.com/UKVNT.jpg" border="0" class="linked-image" />
I've not had the chance to play it in a real game like the Duplex player above. Although gameplay wise it's tight, flows, it's small. So you've got a good base to go on there you just need to up the visuals, smooth out a few kinks and hopefully I've been able to help with that last part.
I also feel too many corridors are un-named. As a player, this could really struggle to locate player-marine. Maybe naming the corridors or as I'm doing, make the surrounding corridors part of an area. It also means they'll be power-point controlled so it gives a larger dynamic lighting sense too.
----
@Raneman
Thanks, I would love if UWE liked the map as to make it official. I still feel there is some detail work to be done to get to their standard but most of the work is done already :D
@Argathor
Thx! I really enjoyed watching that game too. I really got a true idea of how the gameplay works and identify where I can do a few balance changes. I think I really overestimated the marines, so I've already made things easier for them in Marine Start (more space in the corridor that leads to generator / removed the back vent and made the lower part higher so you can move in and out easy). I've also moved one of the loading rts in that lower space of port hub which will also bring more challenge to aliens as you need a gorge to bring down the infestation to the lower area (or com pustules have to go through hub)
There was some great tactical moments especially in the second game, the marines did some great pushes and I was kind of sad they lost (I think that was you guys, duplex, playing marines in second match right?). I remember that push you mentioned too which really impressed me! It was great to see there are spots like that that the teams could use for tactical advantage without making them too op. Overall there seems to be a good balance with a few tweaks needed. Those doors at Marine start really changed the flow of the map in a good way.
It was obvious that the fact that the teams had to learn the map at the same time they where playing made a little disorganization. But as the games went things were getting real tight. It was great seeing you guys developing strategies, and seeing things I didn't even imagine could happen. I'm sure when people know the map better, and its tactical spots, its going to bring some very tight games!
@Konata
Thanks a lot!
1/2. I'll change things to make it easier, I can jump over those rails but i'll lower them anyway.
3. I really don't want to put an access there for marines. Maybe players from HBZ/duplex could give me some insight from their game about what they think of that.
4/5. Has been changed already.
The version HBZ and duplex played on was a preview of b2 which I will release very shortly. I am doing a pass on the lighting with Radiance, and I want to analyze those games a bit once they post the videos to see if there are any more gameplay tweaks that seem essential. The feedback from the match was great and I can't wait to see those videos! And I can't wait to release publicly this new version which is a lot of fun!
I agree with Grizzy, I see no reason for a ladder there. It gives a tactical edge when entering bridge for marines, you need to go round to the right, but be aware aliens can drop down from your left or catch you at the corner on the right. Otherwise Bridge would be too easy to access for marines, it is already right next to marine start.