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Map Making Discuss everything related to creating new levels here. |
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#41
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Gotta agree with you there. The beginning is a bit empty. When you reach the part just before the garbage chute, things become interesting. But starting the map at the garbage chute is a bit silly so starting at the tie fighters sounds good. Then you can put more turrets where it matters making it more interesting to play and spectate.
It's a good map, though, and I wouldn't toss it away just yet. If a dedicated team beats it, they'll get a top list point which will be very hard to get rid of. So even though you're going to 'give up' on the big map, please don't replace it with a smaller one. Instead, rename the smaller one to something else ![]() p.s. more of a preference for us is to give updates the same name. I renamed it back to its normal name when updating because else I'd have to reboot the server because the config needed to be changed. And it's (potentially) easier for keeping track of stats although that's turned off for now for new maps. |
#42
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Roger that. It'll be called COOP_TRENCHRUN.
Gonna go look at your website now ![]() |
#43
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I just soloed Death Star in the Tester. The turrets can be broken by a Miranda flying in a zigzag. :O
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#44
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WHAT.
Can you tell me how you got past the turbolaser-turrets room and the Upward Sloping Trench Of Doom. |
#45
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The turrets will constantly miss you towards the end, despite their long reach in the editor.
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#46
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ok SO!
We played it again tonight, and we had the same problem rly. People strung out all over the map, which meant they were doomed to die to the tractor beam or the garbage chute turrets. IMO some of the other maps also have this problem. Especially Blaze and Pacific. If you get left on your own, you're doomed. This contrasts highly with Elephant where everything is happening close together. In addition the "trench run" concept is a fail, as far as I can see. Turrets just don't work at all at any "offscreen" range, as much as I try to fiddle with them. This is because turrets fire predictively, they try to aim at where you WILL be. Every time you change direction or velocity a little it's enough to make long range turrets fail. So taking that all into account, I'm going to make an Endor map (ITS A TRAP) which will be sort of a clone of Elephant. The miranda/loopy team will go deep into the twisty innards of the Death Star to clear the turrets. This will be a lot like the inside of Elephant. Meanwhile the bomber/whale team will clean off the Star Destroyers and retrieve the demo charge. A lot like the outside of Elephant, maybe balanced a little more to the whale side of things than Elephant is. Once the Star Destroyers are picked off, loopies will be able to EMP the outside of the Death Star in ways that make it easier to take down the interior turrets, and bombers will be able to take down some turrets from the outside. Finally, a THIRD team will have to land on the forest moon of Endor and disable the shields. This will be the main difference from Elephant because I'm interested in seeing SOME puzzle elements incorporated into co-op, as Sinstar did very successfully with Void. This will all happen on a very small map, maybe twice the size of Elephant. Last edited by Sarah Palin; 06-02-2010 at 10:18 AM. |
#47
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<3
10char |
#48
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If you have the Executor on your Endor map, I will love you forever.
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#49
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http://www.youtube.com/watch?v=jNAsuaRHVJg :O SOMEONE BEAT DEATH STAR!!!!
Introductory storyboards for the Endor map are complete: ![]() ![]() I also figure out a way to make a HUGE Death Star image which will become the background for the miranda turret tunnel. ![]() Preliminary sketch is preliminary! ![]() Last edited by Sarah Palin; 06-05-2010 at 07:06 AM. |
#50
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Emo whale?
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#51
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as in "LOOPIES YOU HAVE TO EMO THE TURRETS!!"
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#52
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Emo them or i start cutting myself!
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#53
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#54
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Son of a biiiiitch
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#55
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Ha ha.
Nice Krash. |
#56
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lol i made it to the end twice with whale, tmic has a screen shot ill tell him to post it
-matrin |
#57
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Current Deathstar map on ZZR server seems broke. Red team can escape by flying miranda w/reverse thrust. This feeds into two current gameplay modes;
1 - Red flys ahead of blue team destroying all turrets 2 - Red simply kills blue since they reach missiles first |
#58
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whiteShadow fixxed that. so there shouldnt be a problem anymoar.
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