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Post by mmeaninglez on Oct 21, 2011 17:28:34 GMT -5
I, Mmeaninglez, am participating in the Cubic Mapping Event.
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Post by mmeaninglez on Oct 22, 2011 15:24:51 GMT -5
after about 2 hours of work, here's the preliminary results. I don't know what I'm calling this map yet, but will probably be either Short_circuit or Conduit. Oh, if anyone actually looks at the .ogz file, you'll see a mess of textures. I'm not taking the time to make a .zip with the .cfg just to post this. Attachments:
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Post by Windecker on Oct 22, 2011 17:14:58 GMT -5
It could be a short circuit within a conduit, for the sake of a compromise.
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Post by mmeaninglez on Oct 23, 2011 21:46:20 GMT -5
Attatched is a picture of part of the map, in case anyone is interested. I've worked on this map probably four hours already, so I've done a lot. I should slow down, or I'll have nothing but minor bug fixes for the last month (which isn't necessarily bad, though...) Attachments:
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Post by Suicizer on Oct 24, 2011 8:07:48 GMT -5
I hope the texturing isn't staying like that, since it looks kind of messy...
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Post by mmeaninglez on Oct 24, 2011 19:23:16 GMT -5
Yeah, I have four styles right now - i need to decide what to use. First priority is flow, however.
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Post by Suicizer on Oct 25, 2011 18:03:26 GMT -5
I noticed the ceilings are too low. Make sure players aren't bumping against ceilings when they jump, since it decreases the flow immensely.
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Post by mmeaninglez on Oct 31, 2011 22:05:24 GMT -5
Newer pic of the map. I should start revising/adding to old posts instead of creating this huge string. Attachments:
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Post by Suicizer on Nov 1, 2011 18:55:53 GMT -5
Maybe it's not a bad idea to add some kind of "changelog" or "diary" like I did on my thread. It displays the current version of the map first and the most recent screenshots. If people are still willing to see the very beginning of the map, they always are able to scroll down so.
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Post by mmeaninglez on Nov 2, 2011 22:33:26 GMT -5
Big News. (big to me at least) Having come up with a much better idea for a map, I am scrapping "short_circut" for now, and I am entering a different map In the contest. I think that this idea/map, "Rome", is a much better map in terms of flow, scenery, and entertainment value. (at least that's what I think of it so far, it's not complete, obviously) I'd have started with this idea, but I only thought of it recently. (for the weeks leading up to the contest, I didn't seem to have many ideas). Anyway, here's my preliminary work. (about 3-4 hours) tl;dr - I decided to make a different map for the contest. Attachments:
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Post by mmeaninglez on Nov 8, 2011 23:35:19 GMT -5
New screenshot of my map. this is at about 6, maybe 7 hours of work now. The sides will be mirrored in the gameplay area, but have different scenery. (aside comment: I wish the Nitro in the release had different scenery. It's not a bad map, but having the sides look identical always annoyed me. I can't change that, but I can make MY maps more appealing to me. I'd urge others to try it, too. It may take some extra time, but it adds visual interest) Attachments:
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Post by mmeaninglez on Nov 13, 2011 0:13:10 GMT -5
latest screenshot. I don't know how many hours of work, but I'm just about finished with the details, on to lighting/weapons/etc. I originally thought that 2 months was a month too long for this contest, however, because of my mid-contest switch, I'm somewhat glad of the extra time. Attachments:
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Post by Suicizer on Nov 14, 2011 9:13:14 GMT -5
As it's a challenge and I knew at least someone would dump his first approach and starts all over again, I considered to let it be 2 months instead of 1. As people would only have like 1 week left to finish their map if it would be just 1 month, it would end up in some unfinished maps again (as in the 30-day-mapping-challenge).
It seems like your map has pretty much gameplay in all direction, from x- and y- axis, but also z-axis. I think it will be too tough to get the flag from your opponent, as there is just 1 primairy way to each flag. That would result into camping for like 95% chance as the pirckups still "could" change it a little bit, but I'm pretty sure they won't have much effect at all. I would recommend to add a way to the flag on each side of the bases, for better gameplay. Also, make sure people have more cover when running upstairs to the bases, as it's just 1 straight line of stairs at the moment (which is pretty boring).
Maybe you should add an updated version of the map (in a zip-file, just like on quadropolis) on the content...
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Post by mmeaninglez on Nov 15, 2011 23:05:58 GMT -5
Regarding... Gameplay (ways to flag): The attached picture illustrates the planned ways to the flag. As well as the straight path up the stairs, there is also a jumppad to the more-open side, mostly protected by the high wall, and the upper path on the enclosed side leads to the top.(this is perhaps the path safest from sniper fire, at least until you reach the other team's base. counteracting this is that it is probably the slowest path, weaving more than most) While ascending the stairs, you can duck into tunnels partway up, to avoid the last bit coming up to the team base. I have considered adding a bit more cover at the top where the flag is - it's very flat. My first idea was trees, but they tend to have curves, so a no-go there. I need to determine if that section works well wide-open. .zip files I haven't bothered with .zip files yet, because i've been focusing on 'actual' work on the map. I will upload a .zip file, soon, probably Thursday. I was waiting until I had some ( very basic) lighting. It'll have cfg, ogz, and maybe some waypoints in case anyone wants to see if it actually flows well (with bots, at least. Bots can't really be counted on as a substitute for human intelligence. The most annoying thing they do is strafe while jumping a gap, slowing them down, and causing them to fall and die.) I'll post more, at the least another .ogz file, soon. Attachments:
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Post by Suicizer on Nov 16, 2011 11:16:24 GMT -5
You can always use things like crates for providing cover.
It seems like there are plenty of way to the flag, but don't forget to add pickups either before starting to detail, texture and add lighting to the map (as there doesn't seem to be any of it on the screenshot).
Adding waypoints is something which should be done when your really sure about the gameplay and flow, as it's pretty demotivating to start over again adding waypoints on certain places. Besides, a good mapper knows what would play great and what should "kill" be the supposed situation (like giving players the oppurtunity to be on higher ground while having a lot of cover, when it was actually the purpose to stop campers. This is 1 of the bad desicions a mapper could make.)...
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