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  #41  
Old 07-01-2010, 02:59 AM
Greekjr14 Greekjr14 is offline
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For the ball version, could you make the skull look solid like in the tbd version, but have it passible like you do now? If you do not know what I mean think of the object in the middle of the map of ball_funnelpark and you will know what I mean.
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  #42  
Old 07-01-2010, 06:56 PM
NastyManatee NastyManatee is offline
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Quote:
Originally Posted by Greekjr14 View Post
For the ball version, could you make the skull look solid like in the tbd version, but have it passible like you do now? If you do not know what I mean think of the object in the middle of the map of ball_funnelpark and you will know what I mean.
Not sure that would be a good idea. It is sort of a tricky pass-through, I think people would end up avoiding it instead of using it at all (which often happens in funnelpark).
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  #43  
Old 07-01-2010, 11:15 PM
A Nipple A Nipple is offline
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Quote:
Originally Posted by Greekjr14 View Post
For the ball version, could you make the skull look solid like in the tbd version, but have it passible like you do now? If you do not know what I mean think of the object in the middle of the map of ball_funnelpark and you will know what I mean.
yea, you can make it so when you turn of paralex of ingame the cover layers for it isnt there!

nip
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  #44  
Old 07-02-2010, 01:10 AM
NastyManatee NastyManatee is offline
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I'm just generally against stylistic flairs harm gameplay for many players (aka those who actually like to play with parallax on to enjoy the artwork people nag to have made = P).

Keep it the same! It's good now!!
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  #45  
Old 07-02-2010, 02:13 PM
Kuja900 Kuja900 is offline
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I'm concerned about the size of all the rocks in the middle. It will take so long to get around them that once you make a choice you cant go back. I mean thinking about trying to climb up those low rocks, with a bomb and the effects of gravity at work is a defense's wet dream. This is just a 5 minute idea but what if you would split all 4 of these rocks down the middle and raise them creating middle passes through all of them to give offenses a better chance with additional routes.
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  #46  
Old 07-02-2010, 10:44 PM
Blind Pilot Blind Pilot is offline
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Kuja, I think you're right. No, I know you're right.

This map is a great example of why an artistic concept (even an awesome one with skulls and fog and palm trees) doesn't necessarily make a good map.

It's not a terrible play, but it's not great either.

I'm taking a break on this current version and going back to the drawing board.
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  #47  
Old 07-03-2010, 01:24 AM
A Nipple A Nipple is offline
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ahh thats lame to hear, imo just move a few rocks around and hey presto!
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  #48  
Old 07-03-2010, 02:26 AM
Blind Pilot Blind Pilot is offline
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Originally Posted by A Nipple View Post
ahh thats lame to hear, imo just move a few rocks around and hey presto!
Not giving up on it by any means, just taking a breather so I can come back to it fresh.

I worked on an alternate map today.
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  #49  
Old 07-03-2010, 01:49 PM
A Nipple A Nipple is offline
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sweet! have a kit kat =]
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  #50  
Old 07-04-2010, 02:34 PM
asparagus asparagus is offline
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who decides which maps go on offical can we get this map put on offical plz !!!
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  #51  
Old 07-05-2010, 06:09 PM
mlopes mlopes is offline
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I finally tested it, on arr #3 today. The map is nice but a little too tight. Too much whale friendly (I was playing whale ), and on some of the passages (I noticed it on the left passages) the rock on the background doesn't contrast enough with the ones on the foreground, it made me doubt if they were passages or only darker rocks, the blur and lack of contours helped a little, but it could be improved.

Definitely a good map with space to improve.
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  #52  
Old 07-05-2010, 06:20 PM
Blind Pilot Blind Pilot is offline
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Quote:
Originally Posted by mlopes View Post
I finally tested it, on arr #3 today. The map is nice but a little too tight. Too much whale friendly (I was playing whale ), and on some of the passages (I noticed it on the left passages) the rock on the background doesn't contrast enough with the ones on the foreground, it made me doubt if they were passages or only darker rocks, the blur and lack of contours helped a little, but it could be improved.

Definitely a good map with space to improve.
Thank you for the play-test feedback. I was planning on making the rocks smaller and/or farther apart. Your report confirms that this needs to be done.

Colors make-over is coming too.

Thanks!
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  #53  
Old 07-05-2010, 06:43 PM
mlopes mlopes is offline
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Quote:
Originally Posted by Blind Pilot View Post
Thank you for the play-test feedback. I was planning on making the rocks smaller and/or farther apart. Your report confirms that this needs to be done.

Colors make-over is coming too.

Thanks!
I forgot to specify that I played the ball version, but I'm guessing the whale friendlyness would be even more notorious in tbd.
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  #54  
Old 07-06-2010, 02:31 AM
krawz krawz is offline
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I enjoyed the ball version of skull island and I'm looking forward to seeing the changes being made!
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  #55  
Old 07-07-2010, 11:45 AM
mlopes mlopes is offline
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I've been playing on arr #3, where this map ball version is on rotation, for the last couple of days, so I've some more input about this map.

Due to the lack of space, there's almost no dogfighting going on, what's happening is that one team gets the ball, go trough the map until a bomber or whale kill him in one of the passages, and then, the other team does the same thing. I think this can be a major problem, try to get some more input from other more experienced players.
Maybe you can make the map bigger, creating bigger open areas between the rocks, or you can make the rocks smaller. You probably will be able to use the open space on the top of the map to open it a little, by pushing the top rocks higher, as I haven't seen the top route being given much use, but keep in mind this is a very early test.

The bottom middle passage near the spawn points have a jagged edge which seems to kill me every time I try to go trough it. I've been playing whale, so there's a chance that smaller planes can go trough it with more ease.
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  #56  
Old 07-12-2010, 12:21 AM
Blind Pilot Blind Pilot is offline
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Default Update 3

The first post is updated with Skull Island 2!
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  #57  
Old 07-12-2010, 01:37 AM
silent skies silent skies is offline
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Liking what I see

My only concern atm is that some of the turrets might be too far back to make any difference, but I'd need to test it to be sure.
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  #58  
Old 07-12-2010, 02:04 AM
Blind Pilot Blind Pilot is offline
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Quote:
Originally Posted by silent skies View Post
Liking what I see

My only concern atm is that some of the turrets might be too far back to make any difference, but I'd need to test it to be sure.
You're right I caught that playing in skirmish mode. I have since moved the middle-back turret forward.
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  #59  
Old 07-12-2010, 03:08 AM
A Nipple A Nipple is offline
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it looks sweet! so pleased u reworked the bground it was way too dreary an took away from artwork majorly! tho i think atm bat silouettes of say 3 would really lift the background! just solid black it would be a very straight forward thing to put in!

maybe even a evil owl chilin on top of the rocks!

=]
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  #60  
Old 07-12-2010, 05:02 AM
silent skies silent skies is offline
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Also Cap'n Jack Sparrow somewhere. ftw.
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  #61  
Old 07-13-2010, 04:39 PM
A Nipple A Nipple is offline
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yea forget the owl i mean sparow. please!!
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  #62  
Old 02-27-2011, 08:18 PM
Nikon Nikon is offline
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The Graphics are SICK, haven't played it yet though. Good job on graphics and the layout looks like it would play well.
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  #63  
Old 03-17-2011, 07:48 AM
dr. carbon dr. carbon is offline
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I think your ceiling for the map is insta-kill/inflicts heavy damage.
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