The map is pretty simple and I know there are some areas of improvements to be made. I just need specifics.
I have only played this map with 3 total people on the server. With that in mind I have noticed most people go into the building for the weapons they want then jump down to ground level to fight. I'm not sure if this is a good or bad thing yet.
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Re: NA_high-rise_b2
Posted by drunkcow on Mon Feb 19th at 9:13am 2007
Posted by drunkcow on Mon Feb 19th at 9:13am 2007
drunkcow
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Location: United States
Occupation: student
member
4 posts
20 snarkmarks
Registered: Feb 16th 2007
Location: United States

Occupation: student
Re: NA_high-rise_b2
Posted by RedWood on Mon Feb 19th at 9:45am 2007
Posted by RedWood on Mon Feb 19th at 9:45am 2007
Well... It's not a kill box (thank you). Looks like you have the same idea i had, for my first map. A tall a$$ building with no surroundings. After 6 months of hard work i slowly came to the realization that it was a pile of crap and abandoned it.
What are you trying to go for? A quick little map you can run around in and shot at some people, or are you trying for something of a real project. Something that takes a grate deal of work and patients.
Ether way. those ramps seam a little steep. There is a lot of glass. Maybe have some variation in the wall material.
What are you trying to go for? A quick little map you can run around in and shot at some people, or are you trying for something of a real project. Something that takes a grate deal of work and patients.
Ether way. those ramps seam a little steep. There is a lot of glass. Maybe have some variation in the wall material.
Re: NA_high-rise_b2
Posted by Naklajat on Mon Feb 19th at 12:04pm 2007
This most likely has a lot to do with the fact that, in order to get to the top you have to run up seven ramps, while to get to the bottom from any height you only have to break a window and jump. It makes the ground floor the easiest place to get to from any point in the map, and therefore shifts the balance of gameplay to the ground floor.
Check out these links:
http://lunaran.com/dmenc_mapbalance.php
http://www.snarkpit.net/forums.php?forum=1&topic=7438

Naklajat
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Registered: Nov 15th 2004
Location: Austin, Texas
Occupation: Baron
Posted by Naklajat on Mon Feb 19th at 12:04pm 2007
? quote:
I have noticed most people go into the building for the weapons they want then jump down to ground level to fight.
This most likely has a lot to do with the fact that, in order to get to the top you have to run up seven ramps, while to get to the bottom from any height you only have to break a window and jump. It makes the ground floor the easiest place to get to from any point in the map, and therefore shifts the balance of gameplay to the ground floor.
Check out these links:
http://lunaran.com/dmenc_mapbalance.php
http://www.snarkpit.net/forums.php?forum=1&topic=7438
Naklajat
member
1137 posts
207 snarkmarks
Registered: Nov 15th 2004
Location: Austin, Texas
Occupation: Baron
=o
Re: NA_high-rise_b2
Posted by reaper47 on Mon Feb 19th at 1:00pm 2007
Posted by reaper47 on Mon Feb 19th at 1:00pm 2007
hmm... more a killbox than anything. :/ There's a lot you could consider. No theme or anything interesting, visually. Walking up 7 identical floors isn't that exciting also.
Having a big box and putting something in the middle mostly means there is no real layout, so I think what's most fun about the map are the weapons and other players. The map architecture itself doesn't have much to do with it.
Take a look at maps like dm_swamplight, ignore the prettiness and size but watch how it has multiple areas connected by interesting corridors and walkways. This not only helps performance (because you don't see every part of the map from any corner), it also leads to more diverse gameplay.
The box-with-stuff-in-the-middle approach breaks most mapper's heart at this site because it's such a waste of potential.
PS: What does the "NA" in the mapname stand for? From what I see this is a HL2DM map and unless you really use a complicate, mod-like entity-construct that completely changes gameplay I'd stick to "dm_mapname" to avoid confusion.
Having a big box and putting something in the middle mostly means there is no real layout, so I think what's most fun about the map are the weapons and other players. The map architecture itself doesn't have much to do with it.
Take a look at maps like dm_swamplight, ignore the prettiness and size but watch how it has multiple areas connected by interesting corridors and walkways. This not only helps performance (because you don't see every part of the map from any corner), it also leads to more diverse gameplay.
The box-with-stuff-in-the-middle approach breaks most mapper's heart at this site because it's such a waste of potential.
PS: What does the "NA" in the mapname stand for? From what I see this is a HL2DM map and unless you really use a complicate, mod-like entity-construct that completely changes gameplay I'd stick to "dm_mapname" to avoid confusion.
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