Ok, so i dont have a repeat of what happend with my first post, I have decided to put these pics in a new topic. Once again, i appologize for my ignorance.
Ok, so i dont have a repeat of what happend with my first post, I have decided to put these pics in a new topic. Once again, i appologize for my ignorance.



Nevermind, i found the problem, i forgot to post to the web...duh, hold on gime a couple of min


Critique for op4_oasis:

It's a good map, but the r's really let it down. You need to focus in:
I think really that you just need to tone it down a bit, get rid of a few power weapons. Please note that I am NOT a veteran at weapon placement. A lot of people may disagree with my opinions here. This is just my preferance.
Power weapons - (rpg, gauss etc.)
In a small map, include just one of these if any. In a medium map, maybe two and in a large map you might be able to fit in them all. The idea is that these weapons are either difficult to get to or the player has to take a risk to get it. For example, going underwater is dangerous because few guns work in water. If you put the gauss somewhat deep underwater (about 5 seconds to get to it) then the player risks attack trying to get it, and even once they get the gun it won't work underwater. This forces the player to make a decision about whether it's worth getting the gun. Also, if you only include say, 1 bit of ammo (1 rocket/1 cell) then the player can't live off the gun. They have to either find some more ammo around the map or just make do. This is what stops players from dominating the map. It should take at least 15 seconds to get between one power weapon and another.
Light weapons - (357 magnum, 9mmAR, shotgun etc.)
These weapons should be scattered throughout the map. It's a good idea to just put a 9mmAR in a little nook in the wall along with maybe one or two clips, just to keep the player going with it. For things like the magnum and shotgun, you might want to restrict the ammo a bit. It's ok to put some ammoboxes around but as long as they aren't right next to the weapon, or people will camp there. Try and space out your light weapons so it takes at least 5 seconds to get from one to another.
Other weapons - (satchels, snarks, tripmines)
Try and keep these somewhat spaced out. It's nice to put 2 tripmines next to each other in a little corner in a building. Any more and people will tend to hang around there and build up a tripminefield. Snarks go anywhere really, but being Xen creatures why not put them under the stairs or in a maintenance tunnel? You only really need 1 snark hive in a map.
Suit items - (health, armour, longjump)
These need careful thought. If you want a face paced map, ditch the chargers and just scatter a couple of healthkits and batteries around. If you want a slower map, put in a couple of chargers. It's best to put no more than 2 healthkits or batteries in one area. One battery or healthkit for a corridor off an arena, 2 (or one of each) for hard to access places or areas far from arenas (outside maybe). If you put a charger in an arena, then it's risky trying to use it. There is a good chance you'll get slaughtered in the process, so you might want to put them around/near arenas just to keep people fighting for them. It's ok to put a 9mmAR near a charger in an arena, but forget AR grenades.
Put no suit items near power weapons. There's nothing worse than a crossbow whore stocked up on health and armour.
Also, make sure you keep the theme of the map. You won't usually find HEV chargers on an alien planet (try healing pools or other creative things instead).
Remember also that you can vary the amount of weaponry in a map, as long as each category is about balanced.
| ? posted by Cassius |
| This is so like what happened to me first time I came here. |
but those of us whom count on you, are so glad of your tenacity to succeed ![]()

