View Full Version : [MAP:DOM]Starfall - W.I.P/Feedback from DOM players needed Please.
12-20-2002, 05:15 AM
OK heres the blurb from my site update - I wont make another thread when this is done, I`ll just quietly update/release it here in this thread - those who have d/l and played DM starfall please feel free to add comments here as to what would suit it for the DOM level (weapon placement/team spawns/pick items/etc) . It`s about 50% done - want to add some more goodies to make it different from the DM version enough to d/l again.
"Due to `popular` demand a Dom version of starfall is in the works, slightly different time of day (different lighting/colours) some other things tweaked, a few additions here and there and custom music. Also should be a bit faster (more zones) inside the station"
p.s if I do a CTF version it will be remade from the ground up - ALso it will have a new name - as you cant have 2 stations called `starfall` lol - I will redo it all but using all the meshes / lighting / look from DM version... *IF*...
12-20-2002, 07:54 AM
Looks pretty cool
12-20-2002, 05:26 PM
looks good, I'm not into DOM though, however if you make a CTF version I'll be all over it :up:
12-20-2002, 08:09 PM
I was thinking of a different place for the outdoors DOM point, but I think I like where you put it more.
I just think the other one should (obviously) be on the top floor of the base.
12-20-2002, 11:10 PM
For the outdoor one I was thinking where the first shot was taken, not where the point is. It might be hard to fight over the goo pit and get frustrating. From the corner you can see both ways down and defend with a shock/lg and have a decent chance at stopping anybody coming over the keg bridge.
For the indoor one, either the upstairs with those moving things or downstairs directly beneath it would be fine, but it might need a little more connectivity. Right now the only way up/down is outside and through the door, or up the 1 lift. The 1 lift wouldn't be horrible because you can get to the other room a few ways, but the StayOpenTime is way too long if other people had to use the lift. A shorter StayOpenTime would help, maybe a hole between the two floors, or a lift going up, but not too close to where the control point is. Enough room to have a chance at stopping somebody.
As far as spawns, not every map has to have specific red/blue starting areas. DOM-MayanRuins does a pretty good job keeping the spawn points around the map but balanced.
I think it might end up being a little small for 6v6 pub DOM, but if anybody plays 2v2 to maybe 4v4 it'd be ok :) But if you get a beta out let me know and I can put it on a server to get a little testing.
12-21-2002, 03:20 PM
Thanks guys - some things to consider while im away from Ued for xmas :)
Yes the other point is up top Ill put it over by the scanner then probably - (its at the RL area atm - no rl there of course)
the lower / outside one doesnt seem TOO bad - ive been playing an `alpha` I knocked up and never seem to get too annoying fighting over it cos its so shallow - it wouldnt fit with my `artistic` eye if I just stuck it on the ground but good point none the less.
02-27-2003, 05:25 PM
bringing it back from the dead!
Ok ignoring most of that waffle above (of mine) slack proposed the idea of having `add on` spawn rooms with teleporters to the main starfall world - Could do this - I could even make em like little spaceships ;)
this would enable a fair placement of spawn points as atm the map is a bit small for action AND fair spawn points. I wouldn`t bother but folks are bugging me to release it so...
I`ve spent ALL day (at least 12 hours) in 3dsmax today just modeling/lightmapping stuff for my new DM map... I need a break from that so I may move over to this for a while - anyone think its a good idea to do the seperate rooms (ships I`m thinking) ?
<edit> its strangely showing up as BRmap icon in the threads list but DD at the top of the thread ( I edited that) is there no way to edit the icon?? Its not BR as I dont `do` BR ;)
02-27-2003, 05:34 PM
Sounds good to me.
02-27-2003, 11:21 PM
After hearing you say you were bothered by the maps layout for DDom, I noticed that there are a couple more possibilities for approaching the outdoors Dom point than the indoors one.
I was thinking you could make a pathway to the roof of the ship and have a hole to drop down into it. This could balance the fact that people have so many ways to reach the outdoors point, specifically an upper path.
There is only two ways into the ship, making it a little too easy to defend, relatively.
02-28-2003, 03:37 AM
Yes I like the idea of ships. Maybe you could think about having one or two of them hovering above the ground as if taking off/landing/recconoitering. Maybe a smallish sort of drop ship like in Starship troopers film .
Orrrrrr...make the bases inside the dropships and use the terrain as the mid point between the two.
The only thing crooked with this thought is how to get to and from the ships to the ground. It wouldnt be realistic to have a ladder or walkway, so it'd have to be a teleporter/jump pad or quad jump. I'm really keen on the rings device used in Stargate but thats just me and I think it'd be really hard to make.
Either way or neither way, I'll certainly be looking forward to it.
02-28-2003, 08:35 AM
Well If I did it it would be TWO small ships up in `space` somewhere above the planet, with teleporters (similar to star trek I guess) with quick weapons grab in the ships (not all weapons and not the best weapons) - then teleport down - as there are no `bases` on the planet just two dom points I don`t see the unbalance being too much of a problem - i.e if the INDOORS is harder to get into than the outdoors, it will be the same for both teams (I wont be spawning blues indoors for instance, that is why I didn`t just do that anyway) they would arrive on the planey equidistant between the points - but slightly apart from each other (to save instant fighting) - then you choose quickly which point to go for (having looked at the DOM point monitors on the ships or the screen/gui). That way the red would be just as likely to succeed as the blue in getting to BOTH DOM points so it then comes down to being able to defend rather than any imbalance throwing the games bias towards one team.
I wouldn`t make a path to the roof as it would involve a tonne of re-work around the sides and back of ship - higher rocks - adjusted blocking volumes etc - modeling the ships would be pretty time consuming but I don`t mind cos I like to practice with MAX - but I`m definatly not building any more on the map in UED - the map itself has passed its `newness` both for me and downloaders, and though you guys are keen - my d/l stats show it all - that DOM maps just do not get that many d/ls compared to CTF and DM, so I guess there wouldn`t be a huge audience to justify we working hard and long again on a map I have `left behind`. But the two drop ships have me excited so I could do that part of it with enthusiasm, make the players teleport somewhere around the tooth fairy plant - then they make their own choices - any imbalance in the map would be `played around` on the fly by the players choices - not forced to do anything.
Wulf> with this idead, No need to go BACK to the ship except when you die - you tele to the planet and stay there gathering powerups and good weapons and dominating - if you die you respawn on the drop ship but takes only a matter of seconds to get back to the planet for a last second save - (as slack pointed out in other thread) or you can hang around slightly longer in the ship picking up a decent weapon. - your idea would be interesting but I`ll stick with the easier method as the dom points feel better on the planet (the ships wouldnt be big really)
Away for the weekend so it will be next week before I get to plan the additions now.
02-28-2003, 09:32 AM
Coming into this discussion really late so perhaps this is for nothing but a for what its worth type comment. Looking a the early screenies for the Dom version I was just thinking if the Points are low (recessed) ala Dom_Core but the banks and bridge high above slant off a bit it seems that the Pts may be a bit more exposed than they ought to be making it very hard to defend (notice screenshot no. 3) An attacker positioned on top of either side has no problem assaulting a defender on Pt A....perhaps this can not be helped and an offensive/defensive counter would be to account for this....just an observation....
Again sorry for being late...story of my life :):)
02-28-2003, 09:36 AM
Well I just received my Maya 4.5 book in the post this morning, so if you wait a couple of years before releasing the map then I ought to be capable of helping you:D
02-28-2003, 09:47 AM
Ejen34> Thanks for feedback, I should really point out ive been PLAYING this dom version for weeks (testing) and the actual capturing of the points and defense works fine - maybe `different` to the next DOM map but I didn`t see any problems, if anything I felt a lot of FUN from tearing down from the top point double ju,mping the rocks and landing just by the small pool with my RL primed and ready - unleashing on the enemy defender and getting the point captured - then I would see the enemy coming in for me but it wasn`t overly hard or easy to defend imo - thats more based on your aim ;) same as the top point - 3 actual paths to it (lift, walkway and directly from outside) - what I mean is it is easy enough to hold the point if you are a good player but not too easy (in other words I think that part of things is fine). It was basically the starting of the map that I wasnt happy with - trying loads of different team spawn locations - and then when they were killed making it balanced so that both teams had their colour dom point in easier reach - the ship thing will take that worry away (hopefully) and the rest is already ok (again imo). I must have played at least 20 Dom matches on the WIP starfall and the bots are just as aggressive as on Sharpfish Park - need slightly more but ive set it up for 3v3 as default which gives you an exciting but not hetic game.
Wulf> No way man, the modeling side of things is my main fun, no-one is taking that away from me ;)
02-28-2003, 10:20 AM
Aah...I am really looking forward to this map...I can be somewhat obsessive about my Dom maps and this potential gameplay is intriguing :):)
Have a good weekend !!
07-15-2003, 08:45 AM
just found this thread (i`d forgot) but those who were waiting for it its released:
any replies should go in the new thread here:
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.