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Map Making Discuss everything related to creating new levels here.

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  #1  
Old 01-01-2012, 08:34 AM
Mythcaptor Mythcaptor is offline
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Default tbd_deep

TBD_DEEP
Allright, third map, and I think Im starting to get the hang of it. tbd_deep was made with mixed gameplay in mind. In my past maps, too many cramped tight spaces have been an issue, but in tbd_deep, there is both tight squeezes and corners for tricky flying, and open spaces for dogfighting, especially in the middle where the bomb spawns. I am also quite pleased with how the graphics turned out, my goal for this map was “epic lava cavern” and I think I met it well. Just to clarify, the lava is not collideable. I humbly request that you please enjoy my map, and give me feedback, good or otherwise, as long as it helps me improve!


875x3000

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https://altitudegame.com/map/mapDown...4-555152d3b3d6

Last edited by Mythcaptor; 01-01-2012 at 08:37 AM.
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  #2  
Old 01-01-2012, 05:46 PM
truesight1 truesight1 is offline
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this looks like a map i would crash a lot on
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  #3  
Old 01-01-2012, 06:14 PM
classicallad classicallad is offline
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Location: On the base - blockin ur bombs
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this looks awesome, i would like it to be tested on the Hideout. PM'ing people now!
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  #4  
Old 01-01-2012, 06:31 PM
elxir elxir is offline
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I think the bomb spawn is too low
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  #5  
Old 01-01-2012, 06:47 PM
Aki1024 Aki1024 is offline
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This map is on the test server now: /vote loadmap tbd_deep
The map looks beautiful. How many hours were spent on the art?

The scale of the map is really small. It requires co-op skill level movement to stay alive in many areas. This wouldn't be as much of a problem if the open areas were larger allowing for more preparation room for the skilled navigation.

The turret facing away from the bomb can be killed on it's back side by an acid loopy without ever being seen by the turret.
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  #6  
Old 01-01-2012, 08:10 PM
Mythcaptor Mythcaptor is offline
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Through more play testing, Ive been discovering that some of the graphics look flawed and messy upclose, Ill work on cleaning those up for the next version.

Quote:
Originally Posted by truesight1 View Post
this looks like a map i would crash a lot on
This was a concern for me when I was making this map, I hope that the bright red and orange outline around all collidable objects prevents confusion, but if it becomes an issue, I might make it more obvious.

Quote:
Originally Posted by classicallad View Post
this looks awesome, i would like it to be tested on the Hideout. PM'ing people now!
fantastic, Im glad this map is spawning interest. Thanks!

Quote:
Originally Posted by elxir View Post
I think the bomb spawn is too low
care to explain why? I think its fine.

Quote:
Originally Posted by Aki1024 View Post
This map is on the test server now: /vote loadmap tbd_deep
The map looks beautiful. How many hours were spent on the art?

The scale of the map is really small. It requires co-op skill level movement to stay alive in many areas. This wouldn't be as much of a problem if the open areas were larger allowing for more preparation room for the skilled navigation.

The turret facing away from the bomb can be killed on it's back side by an acid loopy without ever being seen by the turret.
I spent about an hour on the art, from scratch in photoshop. People always seem surprised at how fast I work. Im glad you like it!

I really didn't think the scale was too bad in my playtesting, the only area I found to be too cramped was the space behind the bases, which is a very tight squeeze. If I get more similar feedback, Ill open up the map a bit.

Ill address that turret in the next version, thanks for pointing that out.

Last edited by Mythcaptor; 01-01-2012 at 08:20 PM.
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  #7  
Old 01-01-2012, 11:27 PM
wolf'j'max wolf'j'max is offline
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Oh man, that map looks pretty sweet. I'd have to test it before i make any other statements though.
Nice work!
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  #8  
Old 01-01-2012, 11:56 PM
Flexio Flexio is offline
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Quote:
Originally Posted by Mythcaptor View Post
I really didn't think the scale was too bad in my playtesting, the only area I found to be too cramped was the space behind the bases, which is a very tight squeeze. If I get more similar feedback, Ill open up the map a bit.
My initial though was that it was too small, but after a quick test in the map editor I think it's not that bad. I'd keep it for now.
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  #9  
Old 01-03-2012, 10:28 AM
Ham1et Ham1et is offline
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Had a quick play on this map this morning and it feels really promising although it was hard to tell how difficult this would be when you had to face some bombers/whales that are better than the bots. However I reckon that even though the narrow passageways encourage spamming there are generally other routes to nip through so I think it'll work well.

A few points...
(i) I really like the health above the bomb and love the way the potential is there for one runner to get two hits in quick succession

(ii) The little passageways beside the bomb are very useful - maybe block them up with a turret (maybe both colours in each passage) so the teams have to decide whether to open them and do a bit of work to get access to them

(iii) Not sure about the caves at the bottom mid-side from the bases - maybe make them a bit bigger as even with my flexibip i struggled to circle in them for fighting position or perhaps pop a weapon in them to make it worth the health hit.

(iv) Love the tunnels under the bases.

However, even with no changes it lookslike this could quickly become a favourite and I look forward to playing it on hideout soon.

Gaviero
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  #10  
Old 01-05-2012, 08:34 PM
sunshineduck sunshineduck is offline
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this map is hilariously tiny. you can see the entire vertical area of the map sitting in the middle.
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  #11  
Old 01-06-2012, 05:14 PM
Slender Slender is offline
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Quote:
Originally Posted by sunshineduck View Post
this map is hilariously tiny. you can see the entire vertical area of the map sitting in the middle.
^ omg post too shooooooooooort
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