de_witpro

Started by Whitey, February 07, 2008, 08:06:46 AM

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Sithvid

Nice work ,could or would it be possible to personalise a wall with all our tags on it ?
Only 2 things are unavoidable
Death and Taxes.

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Gone_Away

My Feedback:
 
T Spawn. a bit big.. we need to get out of spawn a bit quicker.
 
From T Spawn middle. would be good to be able to git on top of building or first ladder in say 2 jumps (w/o boost).
 
We need boundries for CT's not to come out of the hedges our shoot out.
 
Any CT comments? I only played T

kregoron

Bugs:

Minor issue with the rope ladder, if used in a special angle you can get slightly stuck on the bent rail at the top.
The evil door issue, front library door killing people it didnt like... (Maybe they should stop teasing it)

else i couldnt find anything else as of yet to be fixed. or i just forogt :P
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GhostMjr

Thoughts:

  • Nice map just needs a few polishes then its there
  • Killer door needs removing :P
  • The middle alley way could be made easier to get over i.e. a larger crate or opening might give the t's a bit more chance.
  • The street should be out of bounds leaving the maze, alley way and  sites free for the cts to cover.
  • The ramp allows a good clean up area for an alley rush.
  • Possible improvments with hedgerows due to edges not withstanding bullets.
  • The alley way and maze give two distinct forms of gameplay which is a welcome change
well done whitey.

GM

-=[dMw]=-GhostMjr

Whitey

The latest build of the map is currently running on Meathook. I'd love some help testing it :D

Lee

Looks nice, will probably be along later on. :D
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Whitey

#21
Thanks to all who joined.  Please post any suggestions for improvement here :)

Thulsa Doom

Quote from: Whitey;222369Thanks to all who joined.  Please post any suggestions for improvent here :)
Spell checker :)

Lee

My thoughts, some have probably been suggested or you know about anyway:

-Possible to improve FPS amount outside?
-Not sure whether revolving doors are a good idea, they are a pain to get through, especially in a rush.
-Maybe a more open route to getting into the indoor bomb site rather than it being like a corridor for example.
-You could see through various hedges and they were a bit blocky.
-Maybe a few more objects in certain areas to hide behind?
-An upstairs might be interesting with a lookout.
-Of course, just general optimisation.

It's looking like a great map to be honest at the moment, lots of potential. :D
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Blunt

I got killed as ct by a t in a sniper window.
whilst speccing him (Bk the git) I wondered whether there was an equivalent ct sniping spot.
It would be nice if a ct could go high in the Library to snipe the T's*






*this spot may actually exist (but I haven't seen it)


apart from that, I enjoyed it immensely and am in awe of your skills.
Regards
Blunt


People who blow things out of proportion are worse than Hitler.


Penfold

Nooooooooooooooooooooooooooooooooooooooooo sorry I missed it.

Would have liked to have had a go on it

next time then I guess :norty:

PEN

Whitey

Quote from: Lee;222387-Possible to improve FPS amount outside?

The problem is that nearly everything is "outside".  Being a newbie to mapping I went for something open and this is a bad idea when it comes to frame rates.
Quote from: Lee;222387-Not sure whether revolving doors are a good idea, they are a pain to get through, especially in a rush.

The front doors to the library start open now and will remain open unless someone closes them.  Other doors have been speeded up and set to not auto close.

Quote from: Lee;222387-You could see through various hedges and they were a bit blocky.
Not sure how to fix that.

Quote from: Lee;222387-Maybe a few more objects in certain areas to hide behind?
Definitely

Quote from: Lee;222387-An upstairs might be interesting with a lookout.
in the library?

Quote from: Lee;222387-Of course, just general optimisation.
The only other optimisation I can do is to enclose more of the map into separate "rooms" to stop you being able to see large parts of the map from certain locations.  Not an easy task without ruining the look of the map. :sad:

Whitey

Quote from: Blunt;222404It would be nice if a ct could go high in the Library to snipe the T's*

*this spot may actually exist (but I haven't seen it)

There is a room above the car park site but nothing in the library.  I'll have a look and see what can be done.  The last time we played the map it seemed to be CT biased, it looks like I went too far with the changes to help the T's, as last night it looked like they had the advantage.

Jabbs

I think this map could be a grower.  The major thing for me and for others was the lag spikes which deterred the enjoyment slightly.  Was this a server issue or a map issue? :blink:

I like the size of the map - just right for both teams. :)

The CT's are able to get to both bomb sites before T's which is good too. :)

Becasue the bomb sites are in seperate parts of the map, I think it would be hard for CT's to defend both sites when only a few players (such as 4 on 4 in ladders).  Unless of course it's possible to snipe from one site to the entrance of the other (that would help)? :rolleyes:

It's darker than many maps but I didn't find it too dark - just right Whitey! Are you able to swicth the lights on and off in the library?  Just a thought would be quite a nice idea to have but making sure the switch is defendable so its not easy to do. Or maybe shoot out the lights to make it darker :narnar:

If T's rush their best way is the middle (bridge) which means its possible for CT's to then defend and counter attack the middle too if they are quick enough.

Yes there should be more 'hide behind' objects.  :norty:

I like the idea of a first floor to the library - perhaps a floor that only covers half or two thirds so you can see down into the other raised section at the bridge end of the building.  This would give some hiding areas for CT's when defending and also T's when bomb has been planted.  A staircase at each end of this upper level so that campers shouldnt feel totally secure. :eyebrow:

Having said all that I think we need to play it a few more times to really start to get the hang of it.

All in all a great start to the map.  Cheers Whitey!
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[email]jabbs@deadmen.co.uk[/email]