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[Contest Entry WIP] cp_resonance_b6
Created 27th February 2009 @ 00:15
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I’m reasonably sure that the reflective nature of the map will not affect gameplay significantly. However, I am willing to back out of the event if need be, but would appreciate testing to verify if the maps unique layout would in fact be a problem.
Hands down the best custom push map out there, there will have to be some AMAZING map for resonance not to win. The gameplay is just so damn good…
ran through this the other day and its pretty much the only custom map (so far) i’ve seen thats competitive worthy, good job on it : )
http://www.mediafire.com/download.php?4zol0jol0xi
Beta 7 is done. Fixed some layout problems with the last point (added additional paths up from the pit) as well as some slight layout changes throughout. Simplified the layout of the 2-4 points while still keeping the same basic idea. Also working on skybox type stuff. The red side of the map has the first attempt at that.
Added another fps bannana page, as the media fire is prolly pretty slow to download.
I liked it, but I felt some parts were a bit to dark. Like the ramprooms @ 2nd cap for example.
Just played this and i must say, its a very nice map.
The middle is really really awesome and has a good size – the water needs to be a bit deeper so you can actually get rid of fire in it, maybe make it so you need to duck to remove fire but you can still run around in it with full speed.
2nd is good, its a bit chaotic with lots of places the enemy can hide and shit
1st is big as hell and not really that much fun, i think shrinking it would make this an overall better map.
please make the map “reversed” instead of “mirrored” XD
make ramps instead of crates on the top way from cp2 to cp3 can make it a bit more playable
Playtested the map last night. Very good map overall, but i’ve noted some issues :
– the map is “too complex” and sometimes, chaotic (like 2nd). Just simplify it a bit
– last cp heavily disadvantages non-jumping-class. The problem is that when you have to defend the cp, you jump from the ramp, but then you’re stuck down there, with nowhere to hide from spamming.
If you want to get back upstairs (where defending is easier), you have to cross the whole room to the double-stairs : opponents see you very well, spam you, and wait you at the top of the stairs ^^
imho you should make either :
– hideplaces near cp
– stairs / lift near cp (and not at the opposite side of the room
– the map is “too complex” and sometimes, chaotic (like 2nd). Just simplify it a bit
Really? I think the map is really simple. What was hard to learn for you?
– last cp heavily disadvantages non-jumping-class. The problem is that when you have to defend the cp, you jump from the ramp, but then you’re stuck down there, with nowhere to hide from spamming.
If you want to get back upstairs (where defending is easier), you have to cross the whole room to the double-stairs : opponents see you very well, spam you, and wait you at the top of the stairs
Why should it be super easy to defend the last point? Think about well/granary/badlands. You’re always at a disadvantage if you’re physically standing on the point. Besides, the best way to defend the last point is to defend the entrances to the big room and make them pop uber as soon as they get in, not wait for them to get to the point anyways.
As the map stands right now, making it reversed instead of mirrored is going to be almost impossible. I’d have to change the entire middle section, and I’m really to happy with the combat throughout the map to go through all that effort.
The last point is going to stay roughly as it is. The fights i’ve seen and taken part in there were pretty intense and exciting.
The latest beta has been uploaded. I’m pretty sure this is the last beta for now, I’m going to be moving towards the first (and probably last) release candidate and then the final map. Let me know if you find any real problems or things that need fixing. I’ll be trying to put some more lighting and such around, as well as more detail work as well (windows and such).
The cover on the point for well and badlands seems to be predominantely behind the point (and close to the defending spawn). Badlands especially seems to have a similar layout though in terms of lower and higher positioning. As for the earlier comment about getting back up from the bottom: In b7 I added a ramp on cargo container near the spawn which can be used to get back up. Defenders can use it to retake the top and get to the ressuply.
If you can think of any specific examples of locations where cover could be positioned, I’d be happy to listen to suggestions.
it sucks tbh :<
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