Hi mates, this is another project of duel map, named DM-1on1-Duality. This map is quake-based and holp style and focussed on duel gameplay.
Latest screenshots :
List of modifications since previous versions [update 11/25/2010] : Added full customs Quake III stingers/rewards/sounds Added custom teleporter, bots use it now lol Added news decos stuffs (mainly on ceillings)
Old modif :
Lighting + shadowing done Blocking volume done polishing all materials done outdoor polishing done AmbientSounds done preview pic done Switch the link and the flak placement. Lighting almost finished. Addded customs lifts and doors movers. Ehanced the bot pathing. Added deco BSP walls. Added some news stingers sounds Start to light the map (in progress) Add decos outdoor Allow some walldodges here and there. Change the shield belt announcement (with sounds from QuakeIII). added red sky and planet. added music & stinger sounds (from QuakeIII). tweak a bit the items placement. added new set of textures and redo/increase some of thems. redo the primary lighting and started to light the entire map (not finish). Some BSP adds (the link and rocket rooms are on work).
-excellent layout with perfect flow and Zaxed action
-the central pillar/shield belt spot with hurting water at the bottom is tip top
-the two lifts + the jumppad work perfectly and drive back the action to the top of the map
-the sniper spot is excellent and risky (good balance)
on the ...hm...other side^^:
-if u grab the rocket launcher and jump on the minigun u can camp there with the sniper : * u have nice vision and u can from there send rocket grenades in a randomly way and spam the game in multi DM *u camp near two 25 health pack and can wait the shield belt and snipe during that time
-from the minigun spot u can grab 2x25 health points and in 1jump at the bottom of the map u have 2x25 pts more....if u have luck and come from the shildbelt collect u have toooooo much!
-the rocket launcher on the top of two lifts is again a nice place to spam the game with grenades in the lifts cages
i think mooving the 2 x 25 health pack far from the center is the best way; one at each side of the map all in all it s another kick arse map; very very fun; bots did their job nicely; keep up the fun work
@ eric : exactly the kind of feedbacks I was looking for, as always, you are necessary to me
now, we have to talk my friend (in french, sorry but to lasy this night lol)
c super interressant d'avoir le point de vue d'un autre joueur, tu vois avec ma façon de jouer je trouvais interressant d'avoir les health pack dans des endrois ouvert, parce que contrairement à toi, je ne pense pas à camper à c endroit mais plutot rester en hauteur de la map et attendre que mon adversaire y aille pour le butter lol
à propos du RL, idem, je me sert jms des grenades, et donc j'avais pas pensé à ça par rapport au lifts ;)
donc keske tu me propose au nivo du placement du Rocket ?
eske tu pense qu'il serait judicieux de modifier l'acces au Shield belt de sorte qu'on ne puisse pas y acceder depuis les platforme inferieur, juste par le dernier nivo, ça serait peut etre mieux nan? je pourais reduire la platform pour ça...
au nivo des health pres du minigun, je les enlève, mais je les met ou? lol
c super interressant d'avoir le point de vue d'un autre joueur, tu vois avec ma façon de jouer je trouvais interressant d'avoir les health pack dans des endrois ouvert, parce que contrairement à toi, je ne pense pas à camper à c endroit mais plutot rester en hauteur de la map et attendre que mon adversaire y aille pour le butter lol
very unbalanced in 1v1; on same level of "skill" the first to grab the shield & the rocket laucher is quite sure to grab all the health he need and to do what u propose: waiting the other from the top and immediatly destroy him when he try to grab health less problematic in multiDM if all the players have same skill.....else it can be a "one way/player" map if someone is more skilled...i mean u ll not be abble to stop his killing sprees
à propos du RL, idem, je me sert jms des grenades, et donc j'avais pas pensé à ça par rapport au lifts ;)
i said grenades but it s same way for flak and bio secondary fire(all weapons with a curved trajectory :p)...imo here the link gun or the thingspads(no need a weapon;u can keep the weapon base or change it to another thing)
donc keske tu me propose au nivo du placement du Rocket ?
the rocket laucher at the bottom of the map (center of the map too) is a nice balance; risky to grab it because it s an important item and motivate peeps to navigate the map in ZAxe
eske tu pense qu'il serait judicieux de modifier l'acces au Shield belt de sorte qu'on ne puisse pas y acceder depuis les platforme inferieur, juste par le dernier nivo, ça serait peut etre mieux nan? je pourais reduire la platform pour ça...
imo a little surelevation to makes u unabble to grab it from "the camping stinger spot" but if u moove the 2x25pts health imo u can keep the shield belt platform as it is because even without grabing anything it s an interessant spot to use in gameplay & flow ways
au nivo des health pres du minigun, je les enlève, mais je les met ou? lol
perhaps can u try to moove em to the "thing pads spot"
last thing i forgot to add is that have the two exits of the lifts so close allow hard massacre and can discourage peeps to use em; perhaps can u give another orientation to one of the two lift exit ; if u cant see both exit in same view it s more balanced; in multi DM i had camp there with my combo ready to welcome all thoses coming from lifts or jumpads...lol^^
i prefered to stay on english mode because i m scared by diesalot....mwuhahaha
1xTrEmE wrote:Just wanted to make sure i didn't miss the party.. (trying to figure out what all this action is about ..)
LPS-
I think he only posted this about 8 or 9 hours ago ... heh
lol, yep it's true so no rush guys, the map is on a verry basic stage !
Haha! great to see you back mapping Seb! - Will you ever find time to finish Hydrobase? - or some of your other WIP, (just curious bro, - not asking to make you feel pressure - nothing like that at all) - I understand this now more than ever, i have several maps partially complete at this moment. I had to take a break from RainBase because i had hacked & hacked so many long hours it was making my head spin ..
Sometimes for me if i look at anything too long it starts to look distorted even if its not, then i take a break from a certain map for some days; then load it in the editor and i think wow that looks awesome .. - but i if stare too long and hack to long i start to consider the map to look only decent at best.. (know what i mean guys?)
Anyway Seb:
I've been getting back into it more and more as well. - I'm happy i have a few things to work on so that when i get map lagg on one project i can rotate to something fresh. (I'm actually ready to work on RainBase now here shortly as well especially with the improved skill from the additional experiences and such)
I have a neat little project i'm working on now that I should try to upload later in the week.
__________________
#uck the laser pointer .. I use a stinger mini-gun .......
The bot seemed to make his way around quite well and died by my hand even better!
I like how the layout wraps back in on itself but has a few interesting turns. One of the lower ramps gives me the impression that you turn right at the top(as the flow feels natural this way) however you actually turn left onto another ramp. I quite liked this path as it tricked me into thinkin that I could flank the bot from another angle only to find that he was completly elsewhere! I also like the amount of zaxis fighting in the layout which is nicely balanced! You've inspired me to make a small map like this myself M8!
I'm not a big fan of Duel matches so it's good that this map feels like it could accomodate 4 combatants for some very intense action.(might try it l8r on)
1xTrEmE wrote:Haha! great to see you back mapping Seb! - Will you ever find time to finish Hydrobase? - or some of your other WIP, (just curious bro, - not asking to make you feel pressure - nothing like that at all)...
I have started some new maps like this one to give me some fresh idea and desir to finish the others, I always work on several project at the same time, it's a kind of emulation work.
Sometimes for me if i look at anything too long it starts to look distorted even if its not, then i take a break from a certain map for some days; then load it in the editor and i think wow that looks awesome .. - but i if stare too long and hack to long i start to consider the map to look only decent at best.. (know what i mean guys?)
The bot seemed to make his way around quite well and died by my hand even better!
But the bot pathing is really early, so expect more challenge at the final version lol
I like how the layout wraps back in on itself but has a few interesting turns. One of the lower ramps gives me the impression that you turn right at the top(as the flow feels natural this way) however you actually turn left onto another ramp. I quite liked this path as it tricked me into thinkin that I could flank the bot from another angle only to find that he was completly elsewhere!
yeah, I was surprise by the way use by the bot sometime too, funny !
I also like the amount of zaxis fighting in the layout which is nicely balanced! You've inspired me to make a small map like this myself M8!
go on mate !
I'm not a big fan of Duel matches so it's good that this map feels like it could accomodate 4 combatants for some very intense action.(might try it l8r on)
well this map is relly small and the layout is really dedicate to duel but, why not put more opponements if you want spread blood !
I first played the map against 7 bots, which was really fun and frantic. I then played a round of 1 on 1 and worked well. In my opinion, the layout is fun to play. I see nothing odd about the item placement, but that can always be tweaked easily at a later time.
Played another round of 1 on 1. Besides some of the visuals, I really only noticed one change. But then again, I tend to not remember layouts too well.
I do like the new exit on the lift by the bio? rifle. It helps with the flow and also offers a dangerou exit (since you are in a corner).
Are you going to allow players on the top level? If so, I think it would be ok for gameplay, but not a great addition.
You might want to raise some of the ceilings in the hallways that go up or down. There is a hallway that goes from the flak to the lower level and if you dodge, you tend to hit the ceiling.
The only other thing to really mention is the textures/materials. I kow it's early, while the floor looks really good, it looks too good compared to some of the walls. Just keep this in mind.
Played another round of 1 on 1. Besides some of the visuals, I really only noticed one change. But then again, I tend to not remember layouts too well.
Are you going to allow players on the top level? If so, I think it would be ok for gameplay, but not a great addition.
Yes I have think to that, I think let the acces on this level by lift jump to allow sniping, but not put anything to pickup on this level...
You might want to raise some of the ceilings in the hallways that go up or down. There is a hallway that goes from the flak to the lower level and if you dodge, you tend to hit the ceiling.
It's done ;)
The only other thing to really mention is the textures/materials. I kow it's early, while the floor looks really good, it looks too good compared to some of the walls. Just keep this in mind.
Actually it's just a mix of textures to test its, don't worry about that !
Looking like a quake2 remake. (in a good way ) That trimming looks really good against the floor and wall materials. The yellow striped material fits the rest to perfection! Sorry I haven't tested M8. I've been busy recently. Might try on the weekend.
-- Edited by Lord_PorkSword on Thursday 22nd of July 2010 02:11:55 PM
@Dies & LPS : thx for your comments, and no need to happology, everyone is free to beta test or not, there is no obligation lol, and RL is the most important :)
Sorry i can't offer more feedback. - Damn it - my arm / chest hurts today. :Sad:
Looks great bro! -- just wanted to encourage you for these awesome efforts of yours. - Your still the best DM mapper i know bro - (keep up the good work little brother)
Hope i can get well and get back to the gym full force (I've been struggling bro - but i'm sure i'll make it past this) and back to pumping energy into UOF. - & everything else i enjoy.
Have a great rest of the week Seb. :=)
__________________
#uck the laser pointer .. I use a stinger mini-gun .......
NOVA wrote:Beta 3 is available, first post updated
I will say that I like the direction you are going with the map.
One thing that caught my eye is the ramp that leads to the link gun? (the one right below and beside the shield platform should either be a bit wider or a bit skinnier. That little ledge next to it is a bit too short to really walk on.
Odedge wrote:One thing that caught my eye is the ramp that leads to the bio gun (the one right below and beside the shield platform should either be a bit wider or a bit skinnier. That little ledge next to it is a bit too short to really walk on. I see what ramp you skeak about, and I'm according to you, I will rework it
Odedge wrote:One thing that caught my eye is the ramp that leads to the bio gun (the one right below and beside the shield platform should either be a bit wider or a bit skinnier. That little ledge next to it is a bit too short to really walk on. I see what ramp you skeak about, and I'm according to you, I will rework it
I wash thinking the other way around. But the one that leads down to the bio gun or up to the stinger or flak. It's really just tight right next to the shield platform.
English lesson for the day: Instead of saying "I'm according to you", you might want to use the phrase "I agree with you".