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K4r4t3k4n4k4s
Joined: Fri Feb 17, 2012 4:02 pm Posts: 178
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 New map: Missile Site
So, I took my conclusions in and drew a new map which is an attempt to mix good points of AOW02, AOW09 and AOW15.
If anyone wishes to join in on a Gameplay test I can set up a server later today. If the Zandronum gods are permitting.
(Grass daytime map ftw. But hey, at least it is not brown and green but black and green!)
Last edited by K4r4t3k4n4k4s on Sat Sep 15, 2012 7:51 am, edited 1 time in total.
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Sat Sep 08, 2012 9:18 am |
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atac
Joined: Sat Jul 03, 2010 11:03 pm Posts: 1065 Location: British Columbia
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 Re: New map: Missile Site
I'm thoroughly impressed with this map. I'll probably post a more detailed analysis later, but for now, this looks great from roaming around it.
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Sat Sep 08, 2012 11:22 pm |
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Synert
Joined: Sun Mar 25, 2012 12:12 pm Posts: 82
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 Re: New map: Missile Site
Looks pretty decent. Any chance of missiles launching? :p
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Sun Sep 09, 2012 10:22 am |
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Zajaquiel
Joined: Mon May 02, 2011 7:24 pm Posts: 83 Location: Argentina
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 Re: New map: Missile Site
OH... I really liked. Perfect map =)
I hope it will be in the next release.
_________________ [AS] Zajaquiel
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Tue Sep 11, 2012 12:37 pm |
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Toxiq
Joined: Tue Feb 28, 2012 8:52 am Posts: 85 Location: Austin, Tx.
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 Re: New map: Missile Site
Looks good, We need more maps, anything besides 02 :T !
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Tue Sep 11, 2012 4:17 pm |
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K4r4t3k4n4k4s
Joined: Fri Feb 17, 2012 4:02 pm Posts: 178
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 Re: New map: Missile Site
Thanks for the feedback.
I managed to get rid of 4 out of 5 bridge objects for fence by using custom bridge objects, thus shrinking wad file of 1.4Mb. Updated download link although changes will not be visible in game.
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Sat Sep 15, 2012 7:49 am |
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Dusk
Joined: Wed Apr 14, 2010 4:34 pm Posts: 1228 Location: Finland
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 Re: New map: Missile Site
Can't you just use the 3dmidtex flag for the fence linedefs instead of relying on bridge things? I also wonder if the map's a bit too small to have mechs.
I feel as if the center area, due to being so geometrical, could be made a bit more of an artifical arena thingy. I also woner if the missile silos could actually open up... P:
Excellent layout, nonetheless. The air drop crates are a neat idea.
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Sat Sep 15, 2012 9:59 am |
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K4r4t3k4n4k4s
Joined: Fri Feb 17, 2012 4:02 pm Posts: 178
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 Re: New map: Missile Site
Thanks, I'll check it out. You mean open as in fall down to instantaneous death? 
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Mon Sep 17, 2012 6:47 am |
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Dusk
Joined: Wed Apr 14, 2010 4:34 pm Posts: 1228 Location: Finland
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 Re: New map: Missile Site
I was thinking about the silos opening up and missile being shot out bit like how synert mentioned. Not that I would think it'd be possible.. Though I think that with some flat animating a openable 3d floor lid would be possible to pull off.
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Mon Sep 17, 2012 3:19 pm |
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Synert
Joined: Sun Mar 25, 2012 12:12 pm Posts: 82
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 Re: New map: Missile Site
I do have an idea on how you could make them open, but it's overly complicated and probably not worth the effort. Might put together a test wad to show what I mean at some point, though.
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Mon Sep 17, 2012 4:56 pm |
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Konda
Joined: Tue Nov 23, 2010 2:04 pm Posts: 645 Location: Serbia
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 Re: New map: Missile Site
>Doom engine
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Mon Sep 17, 2012 7:00 pm |
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xstreet
Joined: Sat Feb 12, 2011 5:28 pm Posts: 36 Location: Russia, Krasnoyarsk
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 Re: New map: Missile Site
ye, map look very good  i not test map, but i see in scrennshot what it easy defend map. hard for stelsh and mech atacks. but it good to, need different in protecting maps.
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Tue Sep 18, 2012 12:57 pm |
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Synert
Joined: Sun Mar 25, 2012 12:12 pm Posts: 82
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 Re: New map: Missile Site
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Tue Sep 18, 2012 4:27 pm |
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Dusk
Joined: Wed Apr 14, 2010 4:34 pm Posts: 1228 Location: Finland
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 Re: New map: Missile Site
I was thinking about using ChangeFloor/ChangeCeiling with offset textures in ACS to simulate it opening. The 3d floor height wouldn't change in such a case, and you'd only need one so it'd be easier on the framerate.
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Tue Sep 18, 2012 4:33 pm |
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K4r4t3k4n4k4s
Joined: Fri Feb 17, 2012 4:02 pm Posts: 178
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 Re: New map: Missile Site
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Fri Nov 02, 2012 8:09 pm |
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K4r4t3k4n4k4s
Joined: Fri Feb 17, 2012 4:02 pm Posts: 178
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 Re: New map: Missile Site
What's the simplest way to convert texturing to new version ?
Guess I'd have to cut'n'paste buildings and search-and-replace the others manually with doom builder.
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Sat Jan 12, 2013 12:32 pm |
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Ermac
Joined: Wed Jun 22, 2011 1:23 am Posts: 149 Location: Serbia
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 Re: New map: Missile Site
I think this is the great map that might become overplayed and good replacement for monotone aow02.
_________________ 'sSs' Ermac ~ "Wasteland is harsh"
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Wed Jan 30, 2013 3:32 pm |
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lawa001
Joined: Wed Apr 14, 2010 9:13 pm Posts: 758 Location: Location: Location:
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 Re: New map: Missile Site
I disagree with Ermac.
I've played this map several times today and my general feel for this map is that...I don't like it. It's smaller than AOW02, more cramped, and provides less cover. The thing with AOW02 vs this, is that at midfield there are crates and a large wooden wall to obstruct the view, which forces the player to go left or right. Excuse the poor diagram, I don't have a tablet.
In Barrens, players move in the direction of the mechs, ie, forward, whereas in Missile Site players and mechs cross over and have 2 paths to walk, which only add to the utter chaos. However, the biggest thing, is that giant impassable, unshootable section in the middle that diverts the fire, again, compared to the bare open battlefield in your map. Mechs directly trample over supporting infantry, which only forces late game to be either dominantly mechs or close quarters class. There's no breathing room for snipers or gauss (unless you got pro aim), once again, to Barren's larger distance from the base/frontline. The large wall doesn't cut it because there's only one way around it, into the middle field.
For the tunnels, I'd recommend some angles to bend the tunnels here and there because currently the short distance right-angle allows enemies to too easily shoot down ALL harvesters.
Another thing that contributes to some dislike, is the distance between the bases. Measuring the res distances doesn't cut it; there is alot of floor elevetation (!!) between the paths, and turrets cannot directly interfere with tunnel warfare (unless there's a mini). The distances doesn't matter; you can turret rape all the tunnels in Missile Site.
The base layout is "similar" to AOW02, with the exception of a rear entrance and with fences instead. This design fails because the Obelisk can shoot you THROUGH the fence, killing virtually all hiding spots. AOW02, walls protect you and the ascended ridge at the back allows for some more strategic stealthing capability.
Suggestions *Enlarge tiberium room, add an extra ladder up to outlook spot *Enlarge central battlefield, or add some large rocks for cover *Do something to prevent over turret-ing the tunnels *Maybe add some twist or bends with the Tiberium tunnels to prevent excessive assholing *Remove airdrop. Really. I mean it. Extra crates for an even smaller map? Not working out too well. *Space out distance between wall/fence or add some height obstacles *Make water actually deep :V (aesthetics nitpick) *Remove portals. Seriously, what the honest fuck? Portals? There's NOWHERE TO PLACE THEM.
I hope this helps. This map has potential.
_________________ <3 YOU TOO
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Fri Feb 01, 2013 6:34 am |
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K4r4t3k4n4k4s
Joined: Fri Feb 17, 2012 4:02 pm Posts: 178
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 Re: New map: Missile Site
Thanks for feedback. Players are creative and will find ways to circumvent gameplay challenges due to map layout. So I think it's too early to draw too many certain conclusions about game play. I would also like to add that this map _is not_ AOW02. So I welcome discrepancies in game play. No one would want another equal map (well maybe except for the "AOW66" (old renegade) crowd  ) Twists and bends to tib tunnels are a good idea. I'm also a bit curious what you think of mechs entering these tunnels ? Did you mean deep water in the "pond" or in the sea ? Sniping and Gausing is good from the base area. Also few people use Gauss on for example aow20 so classes are not equally good for different maps. I see no need to remove portals the hard way. I they can't be used then they won't be used but actually I can think of a few spots depending on how the game has gone. I have found base easy to infiltrate (just use the front entrance) but hard to stay alive in.. I'm not sure this is bad. I kinda like the emphasis on mechs atm. Your other input I'd have to dwell on a bit more.
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Fri Feb 01, 2013 9:48 am |
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K4r4t3k4n4k4s
Joined: Fri Feb 17, 2012 4:02 pm Posts: 178
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 Re: New map: Missile Site
From my point of view I'm a bit surprised to the heavily centerized fighting going on so far. I had expected more fighting in front of bases, partially since the OB doesn't cover this area. But its interesting to see the development.
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Fri Feb 01, 2013 9:56 am |
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