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Thread: WAR-Iridi

  1. #1
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    Map - Warfare (PC) WAR-Iridi

    Name:Iridi
    Version:Final
    Compatibility:PC
    Description:Mostly Axon vehicles with some Necris at the center nodes.
    Comments:Storyline: In this ancient valley a long lost civilization colonized and built temples to their Iridi god who was believed to make the iridi crystals grow of which they would harvest. These crystals were used by their priests in invoke visions of the future. Was it their visions of the use of this valley as a bloody battleground that forced them to leave? Do you dare to tempt the anger of the Iridi god?
    Credits:Thanks all the guys at the once popular ZeroFrag who tested and provided me with input on this map.
    Download PC:http://www.fileplanet.com/199384/190...info/WAR-Iridi

    Screenshots:










  2. #2

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    Looks different from the original version. Have u updated this recently? Either way this map is incredible and if anybody wants to test this on a dedicated server check out the server link in my sig. thx again bigdog and speaking of signatures, yours is starting to look real serious. I encourage anybody if they haven't already to check out this mans maps!! there unbelievable!!!!
    Custom Maps And Mods @ www.ut3gow.com

  3. #3

  4. #4
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    Don't know the original map (if there's even one) but i liked very much these screens...i liked that "mystic" feel. Downloading right now
    Last edited by Staward; 11-30-2008 at 08:29 PM. Reason: non sense mispelling
    Be quick or Be dead

  5. #5
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    The first version of this map was a very limited release, it was my first map and I didn't do to well the first time around. It's been sitting around for about a year now so I figured I'd rework it and release it for real this time. Let me know what you think Staward.

  6. #6
    Redeemer
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    we played a few rounds of ArchCliffs and Iridi tonight, very nice maps

    the only issue I found was in Iridi there was a "hole" in some of the rocks where they werent sunk into the terrain enough:

    I couldnt go into it or anything, just a visual flaw..
    retired....

  7. #7

  8. #8
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    Gamertag: Tenebre

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    Very nice and exellent map BigDog!

    It feels a bit like a big Artic Stronghold map with a different node layout (i really like this kind of layout that give to both teams many possiblities to strike back).
    I just tested it very quickly, i like the necris center node, mix of necris-axon vehicles are IMO better than axon vs necris maps (which can be cool too).

    I will give you more comments next weekend normally
    Last edited by Tenebre; 12-06-2008 at 08:24 AM.

  9. #9
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    I liked it very much...The only thing that bugs me is the massive size of the map, sometimes i spent much time running around from node to node and don't find anyone. Not much of a big deal, just adding some bots may be good enough . Anyways, great map, graphically speaking
    Be quick or Be dead

  10. #10
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    Thanks for the feedback.

    Yeah, it is a large map, sometimes I think it's way to large. I hoped to offset that by including a good vehicle count on the map, but if you still get stuck on foot your pretty much screwed.

  11. #11
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    Just played Iridi-RC1 online yesterday and it was good!
    First, i thought that map scale was a little too big, but as you said BigDog, vehicles are there and you can go quickly to the nodes indeed and vehicle layout seems to be very good, GG

    Just few things need to be corrected:

    - Pillars at the blue prime: all the litlle pillars need blocking volume


    - Wierd zone with little blocking volumes? near teleporter and weapon spawner:


    - Bridge: Be careful to the limit of bridge terrain and textures/volumes (flying on or going throught bridge textures)






    I think this map must be a blast in 16v16 \o/, very good work!
    Last edited by Tenebre; 12-21-2008 at 10:33 AM.

  12. #12
    Boomshot
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    I found a problem with the red base upper level structure while playing online. While on blue, I jumped onto the roof of the red core building, dumped my ready to explode raptor. Then from the roof, I attempted to jump down onto the ledge in order to enter the core area and shot it. Instead, I jumped into the wall. While in the wall I could see the red core, but was not able to shoot it as the wall blocked the weapons fire. I was stuck and unable to move so I had to suicide out..
    I currently play as [T5K]Bobba_Novis, {T5K}Bobba_Novi, and Gi_96.
    My Rig- ASUS Z68, core I7 2600K @4.2Ghz, and HD6870 in crossfire as seen on my G520 @100Hz

  13. #13
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    Thanks for the feedback guys. I'll take a look at the problem oldkawman, and Tenebre, yeah, that bridge needs work bad. I was hoping to go for an all natural look but may have to end up doing something else entirely. As of late I've been busy polishing up my maps to be released with the ONS 2.0 mod so Iridi has taken a bit of a back seat.

  14. #14
    Redeemer
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    original maps are always a good thing too
    retired....

  15. #15

  16. #16
    Iron Guard
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    very nice map, though there are a few bad points:
    -the bots dont know where to go when they are at the center node
    -this map includes way too much nodes, i suggest you simplify the layout and decrease the amount of nodes
    -the base is way to complex: 3 floors, hard to go from one to another, and you fall down very fast.. i suggest you make it two floors, easier to navigate in and maybe even possible to access with vehicles [making ramps so vehicles can ride up and down]
    -i like the dark theme, but a bit more color/lights/effect would be nice...

  17. #17
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    Thanks for the feedback!

    Yeah, the bots do get stuck around the center node, need to work on that.

    My intent with the core was to focus more on grounders and dm action, thus I wanted to eliminate most of the vehicle access to the core.

    How to artistically add more color to the map is something I'm struggling with.

  18. #18
    Iron Guard
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    just a few colors would be nice, but i really like the dark theme, so you shouldnt make it too colorful

    about the core: well, by focussing on the dm action, you make it rather hard to destroy the core [while attacking the core, you leave nodes unguarded]
    just think about it:P

  19. #19
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    Exactly the point. Instead of a mad rush to the core you have to balance your resources and perhaps only send in a few to hit the core while some stay back to protect the nodes. The base/core setup for UT2K4 map Arctic Stronghold wasn't all that different other than the core wasn't as elevated.

    When playing competitively in 2K4, our team often had only a couple people that were designated to hit the cores, the rest would take up defensive positions around the nodes to hold them or have other duties.

  20. #20
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    but not very nice when you play with bots or low skill players....

    maybe you could create something where the Scorpion, Manta and Viper only could ride across, so they only can enter the base...?

  21. #21
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    I know the airborne vehicles can get inside to attack the core, or at least sit outside of the base and shoot in through the back. I think the viper can get in there as well, not sure about the manta though with it's limited jump height.

    Most of my other maps can be noob friendly with attacking the core from a distance. This one I paid a bit of attention to where the nodes were placed inside of structures and tried to eliminate more of the long distance shots on the nodes and encourage more up close attacks on them.

    I see your point though.

  22. #22
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    i agree with you on the nodes: long distance node vulnerability definitly isnt nice [especially not while healing/building them]

    i guess ill just wait and see what youve changed in the next version

  23. #23
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    The first post has been updated with the link to the latest build. The theme of the map is the same but A LOT of detail work has been done along with reworking the nodes. Oh yeah, and the orb has been added.

  24. #24
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    nice!
    downloading now! RC 2a

  25. #25

  26. #26
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    i just had an extensive test run, and:
    WOW!!!!!
    some awesome improvements you made dude!!!
    its so much better now!
    im amazed by the perfect botpathing :O:O:O!! >> i went along with three bots [tank, darkwalker, and one on foot] to the nodes, and we conquered them all!!!
    this map is just freaking awesome!!
    in my opinion its pretty much perfect

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