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Map Making Discuss everything related to creating new levels here. |
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#1
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tbd_hivepark
Hi,
Ill put my hands on it next week - it would be nice to get some feedback in this phase before i start spending time with it! This is the title for now... kinda poor but thats what i have... Im not sure about proportions... looks to me that if i put a normal size base map will turn huge - will see. Its also obvious that the first object in front of the base will make us land and take-off with estra caution - maybe ill have to remove it!?! It resembles a bit "Core", wich so many hate, and probably there will be play similarities!?! I think it will provide awesome dogfighting, and turrets will make teams have to use diferent planes/strategies - thats good right? Im also not sure about the 2 spawn zones. Sry for no powerup spots at the moment. Tx in advance for any comments! _________________________________________ EDIT PLEASE DOWNLOAD/UPLOAD, AND TEST I changed my first layout. This one is more empty in the base zone. Because the fact that walls are very thin, hitting them damages the turrets. The most 2 close to the center, are therefore more fierce and strong than usual - maybe that will need balance (test). Not sure yet if the bottom/central colidable hexagon should be removed. Map is tight and big (4000x1334), hope not too much. Graphics need a retouch, but that will happen only in the next version. Middle of the map will be a "window"... hope i can come up with some good looking sky... roids alike is my wish but... think i cant get there... Still searching for a name... this isnt techy enough to have "tech" for a name. Something cleaner related to the hexagons would fit better. BTW, whats the name of the ffa hexagons map? ffa_HEX? *For now, map isnt parallax friendly sry for that. TY _________________________________________ EDIT 2 - 01/01/11 PLEASE DOWNLOAD/UPLOAD, AND TEST _____ EDIT 3 - 24/03/11 Map can be played at the Map test server. Please download and test Last edited by Mandrad; 03-25-2011 at 12:33 AM. |
#2
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Actually, it reminds me a lot of tbd_focus. Looks very playable, but those triple-threat turrets might be overkill.
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#3
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Placing a goal where the further of the triple-threat turret is located and cutting the map a little behind the point where the bases start, would also result in a very nice ball_techpark.
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#4
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i think u should keep the 3 turrets where they are as it will be a challenge and thats what a map should always have.
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#5
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Quote:
Quote:
Yes, i thought of it when i was sketching it It came to my mind "wow can this automaticaly translate to ball"!? Last edited by Mandrad; 12-10-2010 at 08:05 PM. |
#6
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The triple-threat turrets at first glance look like they'd actually be pretty simple to eliminate from the 'outside' of that circle area.
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#7
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Hey
Check 1st post EDIT, for link and image. Please test and comment. I changed my first layout. This one is more empty in the base zone. Because the fact that walls are very thin, hitting them damages the turrets. The most 2 close to the center, are therefore more fierce and strong than usual - maybe that will need balance (test). Not sure yet if the bottom/central colidable hexagon should be removed. Map is tight and big (4000x1334), hope not too much. Graphics need a retouch, but that will happen only in the next version. Middle of the map will be a "window"... hope i can come up with some good looking sky... roids alike is my wish but... think i cant get there... Still searching for a name... this isnt techy enough to have "tech" for a name. Something cleaner related to the hexagons would fit better. BTW, whats the name of the ffa hexagons map? ffa_HEX? *For now, map isnt parallax friendly sry for that. TY Last edited by Mandrad; 12-17-2010 at 06:24 PM. |
#8
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Superior map. I love it, awesome graphics, awesome routes, short and fast map. Love it.
But low route seems unused, too hard to climb imo. 2nd problem is lob form top. I u press S in front of last turret, bomb easily hit base. I like double spawn point. With minor fixes I want this map to become official. Superior map, just it. Superior. |
#9
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Quote:
hive? 10beechars |
#10
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Hivepark it is!
Tx neighbour Admins; please change thread name to "tbd_hivepark" Many tx Still waiting for more feedback on the map... Tx Trendy, you're the man... no, wait, im the man!? Last edited by Mandrad; 12-21-2010 at 02:36 PM. |
#11
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Hello
Happy new one btw! Here's the new version (same layout/new graphics). Please test, and PLEASE upload it to your server. ADMINS PLEASE change the thread name to tbd_hivepark Last edited by Mandrad; 01-02-2011 at 12:01 AM. |
#12
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I dunno what could be causing it, but whenever this map was played on the ladder server, when you leave and then come back, your ping is zero. Not sure if you fixed it or not, but the top middle powerup is haxed and it always looks like it's about to spawn.
That's just what I remember from playing it |
#13
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Yes, i fixed the powerup issue - there was a hidden powerup under game layer.
About the ping; that probably is something related to the server. Cant help on that! If that persists, i guess reporting the bug is the thing to do. Tx for commenting @Admins, TX for fixing the name |
#14
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My one suggestion for this map is to rename it to honeycomb_park. However, i thought that layout was pretty cool and i liked the turret locations.
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#15
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I love the fact that there's a yellow team, loopies will look like bees flying around the map.
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#16
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"Bee" perk go go go
Btw, i think its orange, not yellow!? Last edited by Mandrad; 01-07-2011 at 02:33 PM. |
#17
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too much purple imo. Purple thing around map, pink-purple planet and purple planes. I think, it should be not purple, maybe red or blue. Not green, coz green is OP
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#18
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Fagplanet??? Shiiii cant be... ill take a better look. Easy fix anyway.
The surroundings dont botter me because i think we dont see much of it but... ill take a better look (2) Tx |
#19
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This is definitely your best looking map to date. I think the layout will be good though i haven't had a chance to play it yet. I always found your maps to be too high which isn't the case here. I noticed you've got your background scrolling vertically, i generally think it makes more sense to have the backgrounds scrolling horizontally though it's a minor point. It's good you haven't made it scroll both ways as that is pretty confusing visually. Will hopefully have more to say once i play.
edit: the colours are all fine don't worry about it. |
#20
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Tx p_b,
I think the background moves in the 2 axis - but very few pixels (and its only in the middle "windows") so... no big deal i think... but... wait... sooner or later kuja will come and say he cant play due to parallax issues Last edited by Mandrad; 01-07-2011 at 03:56 PM. |
#21
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About colors, it is okay, but for me "green" map was better than "purple". Just imo. And even if map stay "purple", there is no reason for left one side purple. And planes is awesome, mandrad
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#22
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Just checked the colours. Love'em! Orange and purple; their actualy quiet trendy
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#23
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I just put hivepark on the wiki community maps page.
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#24
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Tx a lot mate
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#25
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one thing i noticed with this map is that the bottom middle honeycomb/octagon shape really blends into the background, and is difficult to see, which has caused me a few collisions the first few times i played this map. Not a super big deal, as once you realize it's there you should be able to avoid it in the future. I enjoy the color scheme and layout of the map, i hope to play a legit 5v5 in the future to really test things out as far as gameplay.
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#27
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I like it, hope to see it get pushed towards official at some point.
Some thoughts: The trim looks kinda flat at the moment ... maybe you're just waiting to get enough opinions on colors before putting in the work to make them more detailed or whatnot. I think the black border of it works nicely. The yellow color is fine, though the texture for the yellow areas looks kind of out of place when compared to other textures. Loving the window-into-space part of the background. However, the color of space doesn't contrast much with the color of the collidable objects, so I found myself crashing into them a few times. Though tbh once you learn what's collidable and what's not, it isn't a big concern. The white centers of the individual tiles on the BG feel too bright, but only slightly so. I would suggest darkening them a bit maybe, but it is a minor concern. I don't know what the previous criticisms were on turrets, but atm the front two turrets are poorly adjusted. Hence: I can easily just walk up and shoot them if I keep in their blind spot. |
#28
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Quote:
2 - I lowered its contrast, even so, still not good. It easily gets dull. I'll try ro rework that. 3 - The structure would be far more interesting if the contrast was bigger but that would take to some confusion because it probably has too much details/shapes. I went to the "flat" solution killing its depth in order to gets easier on the eye. 4 - [Not sure if i fully understood you here] - I think they're set at 90 degrees bothe sides (all turrets are). The "rock" is short so, you can surprise the turret if you came from behind it. Should i set its angle to 360 so it can be aware of a plane behind it? Tx alot for comments mate. Last edited by Mandrad; 03-25-2011 at 11:38 AM. |
#29
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Well, you should take a look at the turret-angle values again just to be certain. Seems like the angle is more like 75 degrees than 90 ... I can just rev-hover on the side of the turret and it doesn't attack me at all.
Another solution would be to just place the turret on the other side of the V so it's facing more towards the center of the map, rather than the base. Oh, also -- I think you should switch the team-only powerups so that they don't include health. They're already so close to the base that it's kinda pointless imo. |
#30
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I started v.2 with a 5th powerup spawn in the mid of the map but put it away because i feared too much powerup strenght. I also had the 5 set as "all teams".
Next concern was setting the correct spawn time - decided that one wouldnt have 2 at the same time but - takes experimentation. I put the hp in order to make it less powerfull. Lets see after some games how to set it right. Edit: Turrets definetely need fixing. They're all at 90º but im gonna make'em more fierce to protect (especialy) top lobs (way to easy now) and ill also follow or advice on the first turret (reverse it making it face center of the map). Last edited by Mandrad; 03-25-2011 at 06:57 PM. |
#31
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It'd probably be a good idea to set those angles to at least 110 degrees on either side as well ... that way the turret will begin turning and tracking before a player comes around the corner. 360 would be a bit much, and actually a bit exploitable in certain circumstances. (Picture this: an escort plane distracts the turret by flying below it, where its shots fall harmlessly on the wall, and the turret then ignores the bomb carrier who flies right above it (in the area the turret is meant to protect). I dunno if the turret automatically would change its targetting preference to the bomb carrier, but it seems quite possible that a 360-degree arc would make this sort of exploit available.
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#32
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Mandrad you should get ssd or whoever is in charge of laddermaps to get this up there since a lot of the maps have been removed..
My only thoughts for the map would have to be the spawns should be at the top and not split top and bottom I find this map more ready than others to be on ladder Gj on it. *bump* |
#33
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Really fun map to play and amazing graphic like all ure map bro is this on ladder rotation?
Btw the middle remind me nuclear |
#34
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I love this map, as i said numerous times before. Anyone, who played this, should post comments about how map should be changed to become decent official and ladder map.
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