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Map Making Discuss everything related to creating new levels here. |
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#1
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![]() Who's ready for a new map? This one is kind of cave-esque, and I won't lie to you gentlemen, there are some tight fits in there ![]() I've left the old version screenshot up so you can see the difference. Download Edit:V2 Last edited by Polio; 03-01-2012 at 10:18 PM. Reason: Fixed download link |
#2
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holy sick!
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#3
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Polio's back!
__________________
"Beagle, your words move and inspire me -" and of course they do, you silly little muppet, that is the intent |
#4
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#5
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Holy hell, this map looks sick!
I wonder how the long shot from mid-map is going to work.... |
#6
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Can you show me which shot you mean? I'm not sure I follow you.
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#7
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Nevermind took a closer look at it from Photoshop looks okay.
I want to play it and see, seems to have a lot of potential. |
#8
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I like this map a lot! Great job. Just wondering, Why do the objects look so low-res? Especially on the edges or the pieces.
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#9
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swarm2 also looks a little jagged around the edges, working on a fix for that as well. Thanks for the feedback =D. |
#10
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Looks sick!
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#11
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#12
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Great work, but a few things could be moved around :3
I played against some bots and flew around in an explodet. Explodet cause your maps have always "leaned" toward thermo and i wanted so to see what i could abuse/exploit from its perspective ;D So far the map is pretty tightly packed in the mid and not so much right outside of it ( beneath the spawns a bit ) The small Diamonds along the bottom of the map...... op._. the smaller ones near the goals are especially thermo OP beneath the goals there is like a gap that is lower than the rest of the map where the ball can get stuck/trapped. Kinda annoying when the ball gets stuck down there >_> the edges of objects/ black outline looks kinda "dull" or blurry, Not sure how to edit that though. |
#13
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#14
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leave the gap, good place to "kill" the ball - always leads to an amusing 30 seconds before cipso picks it up by accident
unless he meant a glitch then gdi polio lrn 2 mapmake |
#15
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Also I removed the black outline from the obstacles, I don't think it's necessary and without it the obstacles look much cleaner. Also it adds some negligible amount of room to the map ![]() I've left the older collapsed SS of the map up so you guys can see the difference. |
#16
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I played v1 of this map on the test server yesterday.
But only against sky (who was cussing all the time cuz i was winning) and a bot. So I can't tell how well it plays in a 6v6 situation. I like the changes to v2, I'll try to test it out. Also as Dyno said the graphics seem a bit weird when in-game, i.e. pixelized/blurred a lot on edges. Would be great if you could update this especially since this map has a lot of potential to become ladder-ready! Great work Polio! |
#17
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Looks incredible.
__________________
"thats not wut jk means "olld timer" jk means joking" - from $WN Fillichio KGB and tgleaf, Rhetoric Master Classes, 2010 Edition |
#18
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Symmetry error in V2 screen, I'm assuming this is unintentional
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#19
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I normally forget to mirror between 4 and 20 object when I make a map, so we should give him a round of applause for only missing one.
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#20
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Consider it a feature.
Seriously though, not sure how I missed this, fix incoming. |
#21
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We played this map yesterday, i think it was in {arr} #1.
t'was pretty fun, the bottom route seems to be difficult to navigate, esp. since bounce prediction becomes a bit difficult other than that seems to play somewhat smoothly. Needs a lot more play, rest assured i'll be voting to test this map as often as possible. Nice work Polio, hopefully we can polish this map into ladder or tourneys. |
#22
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We need more people to vote/test this map... I really like it so far.
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#23
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This is an agreeable statement.
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#24
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Great looking map... can't wait to play it.
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#25
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download link broken.
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#26
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#27
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Most people seemed to hate this one, with the bounces being a pain in the ar$e, but imo its fine. Its just a different / new type of map and just needs to be played more.
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#28
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This map is overall good. A bit too easy for a whale to defend the low-middle area, though. The lack of self-passes and trickshots possibilies can suck, but one can live without it.
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#29
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I played only one game there. And while "trickshots" and "bounces" is not viable, they are only part which makes ball ball. This map is very tight, i dont remember score, 6-5 or 6-4, but most part of goals was after hard team push, not single pass. Enemy just overkill us, since map of obstacles, where you can hide.
Its maybe not that critical, but this leave no chance for teams, who have good ball handlers and miss strong killers. Also, lot of angles not only leads to random bounces, but since shape of whole map pieces same, this force players hold ball, which slow down game. |
#30
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Yes lack of bounce and quick movements and lack of tight obstacles in a largish map makes for pretty long games as we had yesterday in the Captain's game.
This is not a problem as such if the obstacles are more tight meaning more randa control but it's not, it's quite open in places and this means TBD style pushes which I'm sure the TBD folks will appreciate. It's not a bad map, it just flows differently that requires more focus on outkilling a LOT of the enemies to score and not just a few, which is more than what is usually required in ball. Loopy is pretty effective on this map. I don't think this can be "fixed" very easily without some significant rework of the layout and surfaces but I don't think it needs to be fixed too much. It -is- possible for a Randa to adapt to this map but it will no longer be the most effective ball carrier, loopies will fair far better in this map which is fine. I can't yet suggest how this can be made better, need to think about it more. Pros: - Very easy on the eyes, nice contrast and choice of colours & graphics. - Powerups and location seem good - Goal position doesn't require much "searching" on first few tries which means it 'feels' like it's in the right position Cons: - Jagged edges causes less predictable bounces in EVERY surface of the map - Transition from middle to low-bottom is too open with direct access to spawners of opposition, probably could be reworked. |
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