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DM-Excavation [Beta 1.1] [Pics]

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    #16
    Good map, and it does play smoother now in the outside area.

    I like the layout and design and I think this map has a great deal of potential when finished. The weapon placement is good and the map has a good up and down flow.
    The only things that I would add to what's been said already is that the tunnel that takes you to the invul. and temple needs to be finished. There needs to be artwork for the entire tunnel, and not just the beginning and end and I'll tell you why. The little escalator thingies are very finicky and it is very easy to fall off of them (the left hand one that rides you up the temple outside isn't even usuable as you are immediately knocked off by the tree before you get 5 feet and then you just wait for the right hand one to come down so you can take that one)... Of course it's the left one that starts out at bottom so you always have to stand there too long waiting for second elevator.

    IMPORTANT
    Now, when you fall off it in the tunnel, it is a mess to just have a dead black nondescript void to walk through and then have to try to look down and figure out where the portal is. It's awkward, you get hung up and stuck in the dark, and it kills all the fun that you might have been having for the rest of the game. The tunnel needs art all the way through so you know where the hell you are... this is soo very important and you can fix every bush and tree on the map, if this isn't done, then the whole map is a bust.

    And it's not just because you can fall off the escalator thing, if that was the case, I could justify the "don't fall off rule".... but there's two good reasons why you would jump off and they are mandated by the map and layout... you have to jump off, you can't just take it all the way to the top of temple or what's the point. There's an invulnerability in the tunnel and you can't get it unless you get off the pad (you will pass overtop of it otherwise.... plus there is the portal in front of it, below you.. if you can find it in the dark void).
    Plus, it's just very inconsistant to suddenly have all content dissapear and reappear later.
    Soo, without having that entire passage being finished consistantly from beginning to end so you can clearly see where you are, wher the portal is beneath you, etc. you can't really begin to have any kind of flow.

    As was mentioned before, having water without a source or ending is just weird... It starts from nowhere and at the bottom of the temple it goes nowhere. A starting point and ending pool would do a great deal.

    As was mentioned, foliage shouldn't block you or weapons and around the same circle beside 2 of the retaining walls, there are invisible stairs.. not walls, you can jump over them or go around, but graphically, looking at the ground, there is no reason you shouldn't be able to walk through, there shouldn't be any impediment. Not a huge deal, but it can mess you up when you are shooting into the air at someone that came up through the opening and you are stopped and have to look back down away from enemy to find out what you are snagged on to see that you are being stopped by grass.

    Anyway, if artwork is finished in the tunnel.. maybe a couple trees moved around out front of the temple so that the elevator on the left could actually get you up the temple, and give your water a source... this would be a very very good map. It has very very good ideas... they just need to be implemented properly. I hope that you get these issues dealt with for a final. If not for the couple nagging things, this map would find a permanent spot in my rotation.

    Thanks for the hard work and for supporting the PS3.

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      #17
      Thanks a lot for taking the time to play it Stromboli. I'm glad you enjoyed it!

      Some of those issues I'm working on for the final version. I think I fixed the issue with the lifts outside as well as the collision around the hole in the ground.

      That tunnel has been a weird duck ever since I built it (and it was one of the first things I built.) The invulnerability should be on the path of the lift now but the whole area was only ever meant to be one way. The teleporter at the bottom was a solution other than "kill volume" to keep the players from having to run all the way down the tunnel. I'll keep playing with it and see what happens and I can definitely make it more visually interesting inside.

      I'll post here again when I get a final version up. Should be within another week or so. Thanks again.

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        #18
        Why not take out the portal in the tunnel and put guard rails on the pad, and just make the tunnel about the powerup and to get to temple quick. If people fall off the pad when it has rails then it's their fault and the don't fall off rule would apply... Fall off... tough... hoof it back. The underground tunnel to the temple is a really good idea... maybe make it all about the powrup and temple. Falling off or having to walk back is the drawback to going for invulnerability. Plus, I always have the uberboard enabled so I don't walk back from anywhere far, lol. Again, good work.

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          #19
          I like the idea for rails on the lift. The only issue with removing the teleporter is that people who jump down into the tunnel from the top of the pyramid take serious damage and this way they don't get stuck or punished for feeling the need to jump into a pit.

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            #20
            I played your map on Deathmatch with some bots and had a great time. Here are some quick things I liked:

            - Black hole style thing in the sky
            - Incubation chambers deep underground
            - Eerie feeling
            - Overall level design (gameplay wise)

            Comment


              #21
              Originally posted by CreepyFinger5 View Post
              I played your map on Deathmatch with some bots and had a great time. Here are some quick things I liked:

              - Black hole style thing in the sky
              - Incubation chambers deep underground
              - Eerie feeling
              - Overall level design (gameplay wise)
              Thanks very much! Glad you enjoyed it.

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