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All Out War 2 - View topic - Working on a map
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Working on a map 
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Joined: Fri Feb 17, 2012 4:02 pm
Posts: 178
Post Working on a map
Soo, I'm working on a map.


Since I'm new to UDMF format mapping I've been learning a lot of things the last week and it has been great fun. Actually more fun than playing. :D



I wanted to create a map with a central "arena" where most of the action will take place. Have some special paths where util or less used classes like chem trooper and jumpjet can come in handy. I'm thinking of calling it "Waste Plant" as that was what I had in mind when working on the design. Despite the name I didn't want a lot of pools where you would die, but am thinking some more could be added.

I will have to add items, go through textures and brightness, add more "eyecandy" (think I could keep doing that forever) but before I finalize the map I would like some input on the overall design:

* Does it look good ? Should something be added or withdrawn ? I think the side path should be extended and walkable throughout the map, not across though.
* What about size, is the map too small ?
* Base design ?
* Mechs ? I think I would like them enabled as it's more fun but right now I would have to adjust some heights for them.

Since design ideas came before game play I welcome you to scrutinize this map. I'm thinking with some input on above I could finalize it for release/testing and keep working on it iteratively as things come up.


Sun Jun 10, 2012 7:47 pm
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Joined: Wed Apr 14, 2010 4:34 pm
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Location: Finland
Post Re: Working on a map
I think the layout looks interesting and worth a shot.

About texturing, I'd say overall it looks pretty good but you're using too much black, try contrast it with more green and you should be fine. :) After all, it's a waste facility map, so why not have more waste? Though the rusty metal texture you used at the corners really isn't meant for that kind of usage - the way it's put really kills it.

There's those three tunnel entrances at the base - two of them are inaccessible. Why is this?

The gray lifts found around can't be pushed to operate, so you can only go down with them but not up. I'd make them two-way myself.

Also waste == barrels, why the lack of those things?

Maybe the name "Biohazard" would do better than "Waste Plant" myself but eh that's probably just me.

As for music I was thinking about for the score, though I think there could be a more fitting one around.


Sun Jun 10, 2012 8:42 pm
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Joined: Wed Jun 22, 2011 1:23 am
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Location: Serbia
Post Re: Working on a map
May I suggest Quake II ambient to be added, fire sky, Quake II boxes, Quake II textures. Actually I would like that screenshot has that fire sky. Fire sky:

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'sSs' Ermac ~ "Wasteland is harsh"


Mon Jun 11, 2012 4:44 am
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Post Re: Working on a map
I dunno, that would sorta ruin the black/green theme..

BTW, the mid definitely needs lots more team color if I'm asked - you want to be able to tell the player which way they should be going to at all times.


Mon Jun 11, 2012 9:29 am
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Post Re: Working on a map
Thanks for the input. Explodable barrels is a great idea that adds dynamics to the map. I've also thought about adding more "life" as pushable buttons where you could for example damage other players, but am not sure if that would be controlling the gameplay too much.

Lifts, check.

Overall texturing is on to-do list. The brown color might be right but texture is wrong, you are right about that. Sky I haven't thought about yet but red might fit. I think I want the main part to be "indoors" though. Agree on pedagogical team coloring.

Blocked pipe entrances were added because i thought they would make the distance across the map to narrow and it's quite easy to for example rocket jump to them. But am not sure about their use yet. Think I could include them in another waste pool.

I'm thinking of the access ways as making "checkpoints" in the map. By that I mean points of control were you could set up a front. The way I see it for example barrens has 3 or 4 such points in mid map. If routes is from every direction I think it will mean more chaos as there are no natural front creating areas. But that could on the other hand also be interesting and perhaps more arena like.

Is there a sector code for chem damage btw ?

Should map be bigger to include mechs or is it plausible as it is ?

Will check music suggestion when I have access to sound.


Mon Jun 11, 2012 10:46 am
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Post Re: Working on a map


Mon Jun 11, 2012 11:12 am
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Joined: Fri Feb 17, 2012 4:02 pm
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Post Re: Working on a map
Another week another version! Nearly completed now, although a few glitches exist. And still too black? Also sounds are missing.





So, feedback, even details, and I might finalize it this weekend before holiday. Otherwise it'll have to wait. :)

Question:

Is it not possible to spot Barrels with SpawnSpot ? I have added a button calling a script functioning with Unicorns but I'd rather use barrels. 8-)


Thu Jun 14, 2012 7:11 pm
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Joined: Wed Apr 21, 2010 3:06 pm
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Post Re: Working on a map
Looking good, what can I say.

Needs more explosive barrels, however! :p


Thu Jun 14, 2012 7:58 pm
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Joined: Sat Jul 03, 2010 11:03 pm
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Location: British Columbia
Post Re: Working on a map
I'm very curious as to a base with the Barracks and War Factory at the front of the base instead of tucked in the back like usual.


Thu Jun 14, 2012 8:42 pm
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Joined: Mon May 02, 2011 7:24 pm
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Location: Argentina
Post Re: Working on a map
Look nice :)

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Last edited by Dusk on Fri Jun 15, 2012 10:35 am, edited 1 time in total.

please don't quote entire posts



Fri Jun 15, 2012 3:11 am
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Post Re: Working on a map


Fri Jun 15, 2012 10:46 am
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Joined: Fri Feb 17, 2012 4:02 pm
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Post Re: Working on a map
Thanks. I'll try it. Will fix the walls. Haven't meddled around with it but noticed I couldn't build a mini-ref, could it be that it's liquid in the area? It's not buildable in the "waterfall" area either.

I went from using AOW12 style buildings but changed to AOW06 because I wanted a smaller base area and those buildings were smaller. Newer res were same size and looked better but I can change it.


Fri Jun 15, 2012 11:26 am
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Post Re: Working on a map
That blue base shot could use a few dirt patches, if you know what I mean

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Sat Jun 16, 2012 2:01 am
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Post Re: Working on a map
It's done!





Sat Jul 07, 2012 4:18 pm
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Joined: Wed Jun 22, 2011 1:23 am
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Location: Serbia
Post Re: Working on a map
Please upload on other link again, cuz this link isn't responsive. I would like review your last version of the map.

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'sSs' Ermac ~ "Wasteland is harsh"


Thu Jul 12, 2012 3:26 pm
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Post Re: Working on a map
Thanks! Link fixed


Thu Jul 12, 2012 3:48 pm
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Post Re: Working on a map
Here is my review (Lancer and me were testing it):

Defenses concerns me the most:
1. Base buildings are so packed close together, i can wallup all sides and make defense so easily and you will fail after fail when comming in my base. Obelisk in the center making defending base even easier. Base space should be more wider and buildings further from each other, obelisk on the side usually covering mostly barracks entrance, making some of 2 buildings very vurneable from side and back (like on AOW01: Mining site RC and WF are vurneable from back or side)

2. Tiberium waterfall can be used in both direction, I can make chemproof for any class and it can walk trough it. That's very unusual. Then I can put mines on it and tiberium waterfall will not carry them away. You need to put bars there so noone can go trough it.



3. Front of base when undergrounds start I can fill in with tones of turrets and mini-ravens. For me, it seems base buildings are packed close and tight like that they don't need much defenses. Spamming defense like this will destroy the gameplay:



4. I can jam those elevators with sandbags and mines, even near your base, being completely useless for you and I having completely advantage of them.


5. Lancer has good point with saying this will be like AOW02:Barrens, difference is you can move whole defense outside. In Barrens you have wall to worry about, as here is all completely tight inbase. Unlike Barrens here we have upper levels that can be completely controlled by one team. Some of upper levels has to be removed. They mustn't be connected like that. They will ruin the game.

6. SSG can just jump from above level and kill everyone under low level. It's bad when map promoves one classes over others (same for Volcanocity stealth-sniper-jet). SSG obvious has advantage here. If I mine paths and make snipers camps safe (from chainsaw-stealth), you can be sniped all trough the middle from upper level without any way to kill sniper.


7. Those tubes or pipes can be used only by the team to which base they lead to, you can't go upwards (*edited). There isn't sideway to the base.


Good work, keep on doing it.. I had to point where mistakes are.

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'sSs' Ermac ~ "Wasteland is harsh"


Last edited by Ermac on Fri Jul 13, 2012 12:39 pm, edited 1 time in total.



Fri Jul 13, 2012 4:48 am
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Post Re: Working on a map
Thanks Ermac. Great feedback. I will look into your suggestions


Fri Jul 13, 2012 5:31 am
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Post Re: Working on a map


Mon Jul 16, 2012 2:42 pm
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Post Re: Working on a map

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Tue Jul 17, 2012 7:31 pm
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