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Posted: Tue Feb 06, 2007 11:43 am
by A1yssa
wviperw wrote:Is it really that hard to read? I 'spose I could change the font color to something darker.. :)
Not so hard, but when I read the first time it was late night and my eyes were tired.
In general I support the dark background...I don't want to get tanned watching the LCD...
:icon29:

Posted: Mon Feb 19, 2007 4:49 pm
by A1yssa
Image

Is it balanced enought?
A dm map!

I must admit I "copied" the Lukin's trick jump...mmm...moonson? I love it! Sorry lukin!

Posted: Mon Feb 19, 2007 4:52 pm
by obsidian
Hard to tell the layout exactly being that this is just a 2D diagram, but RG, LG and RL all seem to be on one side of the map.

Posted: Mon Feb 19, 2007 5:49 pm
by A1yssa
you're right...the red lines with dot rapresent stairs, the dot is the lower level.

I placed the mh far away from the ra, but it seems that it's so easy to take rl, lg and rg...mmmm...

my idea was to place the rg far away from open space...to disallow camping.

Posted: Mon Feb 19, 2007 7:28 pm
by wviperw
Like obsidian said, it's hard to tell from a 2D diagram... the next step of course would be to alpha the map out using the concrete texture or whatever, but I'll give you feedback based on the diagram so far:

-it'd be nice if you specified in the diagram whether a wall is "closed" or "open." Closed means there is an actual wall there, whereas open just means one floor meets up with another floor.

-overall there seems to be too many hallways, but again, this might be the diagram speaking and not the actual map. :) Just be wary of the "corridor" syndrome.

-confused about whether this is a Q3 or Q4 map--I see the PG yet I also see the NG?!?

-RA seems to be in a weak position--from the diagram it just looks like it is in a hallway. Remember you want to put the powerful items in interesting fighting locations (which appears to be what you did with MH). Maybe this just isn't apparent from the diagram.

-Assuming those numbers mean which floor it is, I'd switch PG and GL since you usually want to put the GL up high so it is more effective.

-Like obsidian said, LG and RG seem too close. Players could just lock down that side of the map with mega and forget about RA and the other player would be forced to use SG/PG which would suck.

-For now you can try the alpha with just MH/RA and see how it plays, butI'm guessing the map will eventually need at least 1 YA in there somewhere.

Posted: Tue Feb 20, 2007 12:04 am
by A1yssa
lol it's q4...PG=? lol hyperblaster?

The RA is in a little room under the upper corridor. I thought I was difficoult to catch it due to the PG spam.

How about switching LG with GL and RL with PG?

/me wonder about how much time will take doing the alpha... ^^

Posted: Tue Feb 20, 2007 1:21 am
by wviperw
lol, you never specified it was Q4, and considering this is a Q3 forum, I wasn't sure. lol? :P

As far as making the switches you suggested, it's hard to say without playing it. Best thing is to just get an alpha out... it shouldn't take more than a night or two of work to get the map to an alpha state--if it is taking longer you're doing something wrong. :P (e.g. - worrying about detailing/texturing/lighting).