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GoatSex
Joined: Tue May 22, 2012 11:35 am Posts: 54
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 New map "Surface Tension"
This is a small map, for a little amount of players. Gameplay features: buildings have roofs with holes, and ways to easy get there. There are two terminal near each bases, calls airstrike on them one time per 2 minutes. Screens:
map
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Sun Jul 07, 2013 9:25 pm |
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K4r4t3k4n4k4s
Joined: Fri Feb 17, 2012 4:02 pm Posts: 178
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 Re: New map "Surface Tension"
Could you upload a file that isn't an .exe ?
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Mon Jul 08, 2013 3:51 pm |
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GoatSex
Joined: Tue May 22, 2012 11:35 am Posts: 54
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 Re: New map "Surface Tension"
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Mon Jul 08, 2013 3:58 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 "Surface Tension"
Metal tiles on a rock slab. Eargh
_________________ <3 YOU TOO
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Mon Jul 08, 2013 5:06 pm |
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K4r4t3k4n4k4s
Joined: Fri Feb 17, 2012 4:02 pm Posts: 178
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 Re: New map "Surface Tension"
Good parts: * Small size * Variety in crossing map * New thinking with walkable buildings and air strike. Will be interesting to see the implication on game play. Bad parts: * 2 one way entries to bases. It will be almost impossible to defend. * "holes" in buildings are too large, should be possible to cover * Floor4_8 - please replace  Suggestions: * Add ladders to top of buildings from inside base * Make all base entries 2-ways * Make base area larger so that you can overview your own base, and give OB more space
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Tue Jul 09, 2013 1:14 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 "Surface Tension"
I can immediately say, even at the first glance that this map is a great success (unlike your other maps). Rooftops threat and airstrike will hopefully cease the annoying camping of enemy team which is already too common. It should stop cowardly acts of camping in SD in order to save tickets (lives), cuz that way will cause you to be toasted in the multiple ways. That should impose fighting for the map control as in CTF, continuously clearing your half of the map from the opponents. Yet people won't ever have excuses to complain that map is big to vote something another lesser. I like they way you conceived this, keep it up with the good work. 
_________________ 'sSs' Ermac ~ "Wasteland is harsh"
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Tue Aug 06, 2013 2:37 pm |
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K4r4t3k4n4k4s
Joined: Fri Feb 17, 2012 4:02 pm Posts: 178
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 Re: New map "Surface Tension"
Camping in the base is after all a legitimate strategy.. I personally don't like when buildings can go down without you even noticing the enemy in base (IE OB not alarming) But I'll have to test this map further to say anything definite. I like the additions you have made since first release. Map feels more complete now
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Wed Aug 07, 2013 2:15 pm |
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satori
Joined: Sat Apr 13, 2013 3:13 am Posts: 10
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 Re: New map "Surface Tension"
most of the map is meant to counter a broken system mechanic, that mechanic being sudden death. this is not ctf, and you can't really play it like it is without a priv environment and a good number of such players. the obelisks are almost useless because there's very little they can actually see; you may as well remove them from the map (i'm seriously suggesting this).
i'm sorry, but it's an interesting idea with terrible execution, like so many ideas.
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Thu Aug 08, 2013 4:23 am |
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GoatSex
Joined: Tue May 22, 2012 11:35 am Posts: 54
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 Re: New map "Surface Tension"
I'm going to extend a bit the middle part, replace ob and make paths to the roofs more easily to protect by sandbags. I suppose it will be enough.
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Thu Aug 08, 2013 6:47 am |
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GoatSex
Joined: Tue May 22, 2012 11:35 am Posts: 54
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 Re: New map "Surface Tension"
Ob now covers all passes to the base. Middle part now have extended. You could test map on 'BE All out war 2 r173 testing new map'
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Sat Aug 10, 2013 10:17 am |
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-=Dark-Slayer=-
Joined: Wed Apr 21, 2010 8:21 am Posts: 541 Location: South Australia
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 Re: New map "Surface Tension"
I don't think the Strogg crates fit in with the Doom/UAC crates.
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Sun Aug 11, 2013 5:30 am |
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GoatSex
Joined: Tue May 22, 2012 11:35 am Posts: 54
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 Re: New map "Surface Tension"
Judging by the players' reaction of buildings, I'll probably have to replace holey buildings with common.
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Mon Aug 12, 2013 7:22 am |
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K4r4t3k4n4k4s
Joined: Fri Feb 17, 2012 4:02 pm Posts: 178
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 Re: New map "Surface Tension"
This map is starting to look really good now. I think walkable buildings are good. You could still have some ventilation shafts or something.
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Tue Aug 13, 2013 7:23 pm |
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Protox
Joined: Sun Jun 24, 2012 8:29 pm Posts: 34 Location: Brazil
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 Re: New map "Surface Tension"
Revamaped!Well, now whit this incompleted version of revamaped you can see my hard work on this map to everybody see if is better than the old. Some main diferences: Know bugs: This map need of some ADVANCED editing on scripts because this map dont follow the normal rules from the other maps! Help me please! (Dusk or some one that know aow scripting) if you're a normal player ignore it. 6 Screenshots for you  : (Warning 640 x 400 Resolution whit rendenter mode) Download: http://www.sendspace.com/file/6jeocdDusk if possible finish the script 605 and force the acs use it i know you can do it and make a patch whit it because when i come whit everything done i'll test whit everyone  gg
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Sat Nov 09, 2013 9:12 pm |
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GoatSex
Joined: Tue May 22, 2012 11:35 am Posts: 54
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 Re: New map "Surface Tension"
This is a huge revamp, nice to see it. I'm only afraid of low framerate when there are a lot of players.
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Sat Nov 16, 2013 10:14 pm |
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K4r4t3k4n4k4s
Joined: Fri Feb 17, 2012 4:02 pm Posts: 178
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 Re: New map "Surface Tension"
So, when scripts are fixed this could be included in a new map pack. I guess Goatsex could have a look at the airstrike scripts. The other ones I don't see as mandatory.
I will say again that I don't like non standard spawn rooms. Cause when in action you don't want to think "now where was that class again"..
A problem I encountered is that I spawned as blue in red base and got shot by the obelisk.
Otherwise I like the secondary big areas which could be used as back path to enemy base. Could make for some interesting invasion strategies.
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Mon Nov 18, 2013 4:47 pm |
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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 "Surface Tension"
Just base it on 2539, quit expecting a new version until Dusk actually says it's coming, because until then from the looks of it all, it's cancelled indefinitely
Seriously, just take a hint. Use the old spawn rooms if you don't like them
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Mon Nov 18, 2013 9:51 pm |
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Protox
Joined: Sun Jun 24, 2012 8:29 pm Posts: 34 Location: Brazil
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 Re: New map "Surface Tension"
the standard Spawn room is so much big to fit on the back of base because of it i make a new one D: some one can make a new one for it?
try the original room if possible D:
and GOOD NEWS
The map is done but is what i told dusk need to release a small patch to fix the scripts that make the building "black" when destroied or the building is destroied and still "bright" anyway is playable whitout poblems.
and more other new today 23/11 i'll open a server testing 3 new maps!
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Sat Nov 23, 2013 2:55 pm |
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GoatSex
Joined: Tue May 22, 2012 11:35 am Posts: 54
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 Re: New map "Surface Tension"
I think it will be better to put in mappack the old oversion of map - before protox's revamp. Players don't like a new one, and it's too laggy.
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Fri Jan 31, 2014 11:49 am |
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