Okay here is the other map. Another WIP. This one i spent more time on, none of the textures, detail and building brushwork are final (note the buildings appear to have no damage). What i personally like to do is work on gameplay first... then move onto detail... as I did with October. Havent started adding detail to it yet. Also this map is up for grabs to any mod that might think it fits theme. Basically these two shots are an atmosphere test and gameplay test, as you can see the layout below.
Assuming that we're judging the gameplay of the map by the screenshot (??), I'd say it looks to be pretty linear throughout the map. This isn't a problem in some cases where a maps' layout has some alternative method of accessing other portions of the map other than just the main hallways (you might try teleporters, varying height levels, lifts, etc. This gives the map a unique flow, which doesn't really seem to be present here, it seems like you would just constantly be chasing one another around buildings... or I suppose you could camp...
Posted by Crackerjack on
Fri Dec 16th 2005 at 10:16pm
[Author]
Okay I will release this map tonight and its current layout for you guys to run through, there is no weapon placement yet. but I have to fix lighting in some of the areas because they are just to dark.
like reno said, the two outer spots (that look like bases/starting
points) are ok for power weapons. Just make sure there are enough
entrances/cover to avoid camping. I don't have a problem with the "2
bases" layout even for deathmatch as long it's open enough to make
camping difficult enough.
Layout kinda lends itself to some objective / team based gameplay by
the looks of things, given that it's almost rotationaly symmetrical.
The extreme corners might be easy to camp given there are only two
entry points, and that may make it seem wise not to put anything too
powerful in there, but on the other hand if you don't put something
like that there it will probably not see much traffic in deathmatch
gameplay. Probably ideal spots for power weapons with no ammo to
support them, thereby making those areas first ports of call as opposed
to areas to hold. Anyways, just mumbling :smile:
Posted by Captain P on
Fri Dec 16th 2005 at 8:11pm
The layout looks a bit too stretched, most area's have just two real
connections with other area's. Some have more, but are connected to
themselves. I'd say, add a connection between the two upper left dots,
otherwise that circular path in the upper most-left dot is probably
just useless.
Anyway, you'll need playtesting to see if it works or not indeed, I can only tell what I think about this layout right now. :smile:
As for the first screenshot... that's nice un-broken windows in a war-torn street, mate. :biggrin:
I actually like the look of it already. To be honest I don't expect
American downtown settings to be much more than big buildings with
shiny windows. Although some brighter detail spots would be nice for
the buildings on the very left and right of the screenshot.
I'm trying to get a feel for the scale. If this map is really as big as
I imagine it to be it could even need more connections. Running through a straight
street for more than 10 meters or so can be quite stressful for the
player (that bad stress you wouldn't expect from players).
A building somewhere in the middle where you can access the roof is
absolutely necessary IMHO. I would badly miss it if I'd play the map an
there wasn't one!
We understand, but you can't give eyecandy and say, "But I'm not showing it to you for looks!" You should have waited until you had something for playtesting :razz:
I should have commented on the layout too, I guess.
It looks like you should have one more connection, going out the "top" (of the overview picture) that connects all the roads, just to make it more accesable.
What are you planning for vertical gameplay? Lots of rockets on billboards I hope :smile:
buildings too.
Posted by Crackerjack on
Fri Dec 16th 2005 at 7:36pm
[Author]
lol, once again this map is strictly posted for gameplay. Im not going to start making a beautiful map until i know the gameplay is going to work. Why put the time in it? Hence the repeating textures across the map and hence no sky map. There is no need for detail unless you know the map is going to work. And for the sake of all humanity i hope there are no identical buildings on one block. This will be released soon for playtesting soon, once im happy with the gameplay THEN will i start making it look good.