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Strangedays Alpha - Q3 duel map

Posted: Sat Sep 08, 2007 8:54 am
by scythe
Hello everyone,
This map came together in a few days, inspired by some photos of modern museums and libraries that I was looking at. It's a little bit reminiscent of The Edge from Q2. The level is intended to be a semi-serious tourney map, so I am mostly interested in feedback on the size, layout, and weapon/item placement at this time. Visuals are rough, but the general form is there, it mainly needs detailing and lighting now, but I will get to that after the layout is tested and polished.

Of course, any and all comments are welcome.


Download Strangedays Alpha 1

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Re: Strangedays Alpha - Q3 duel map

Posted: Sun Sep 09, 2007 8:53 pm
by v1l3
It definitely has a very simple layout which doesn't really draw much attention, and makes gameplay to be somewhat repetitive. It's a really wide open also, and almost makes the battle aim towards whoever can get to the railgun first and control the map with it. With the two sides in the map connected by the center room, almost makes it feel like a small ctf map.

I guess that's my take on it.

Re: Strangedays Alpha - Q3 duel map

Posted: Mon Sep 10, 2007 1:38 am
by wattro
I'll have to second what v1l3 said. The action is definitely long distance and there doesn't seem to have too much variety. Once battle has started, it's hard for someone to get away and taking down the up-player usually consists of long-distance railgun rape. Of course, I just hole up in the RG room with the YA and the MH nearby.

Some suggestions:
-add a middle tier for some height variations
-break up the rooms and hallways a bit (eg: the room with the stairs could probably break up into 2 smaller, connected atria.

Also, apparently my reaction times suck today!

Re: Strangedays Alpha - Q3 duel map

Posted: Mon Sep 10, 2007 4:09 am
by scythe
Okay, cool. I'll see what I can do to improve the layout. Thanks for the comments.