The Park The Park is a 4v4 asymmertical map built on the island, there is good height elevations and lines of sight, no one position is to dominant and each set up is countered with team work, this is the secound true asymmetrical map that i've built and the first one i'm releasing. Pictures: Enjoy
I hope you fixed up those spawns b/c they were a little wonky during those 2v2 tests or w/e it was that we were doing. I like how the map is built around a theme and it works well with gameplay. No one part of the map is utterly useless nor does the aesthetic get in the way of gameplay. It makes call outs easy b/c you can identify it by what it looks like, picnic table, cafeteria, etc. I saw this when you just started forging it and had no idea where you were going with it and neither did you. Glad it turned out the way it did b/c it really turned out well. The dynamic spawns on the map really make map control something that changes from game to game thus ensuring replayabilty. Would love to get some CTF on this someday.
You've got a pretty cool map there! I really like how it's different than most maps out there. Some interesting aesthetics. And those roofs are just great. Invite me for testing if ya need it.
This is a great looking map and I'm sure the gameplay is substantial. I'll try to get a game on this over the weekend, nice work!
yea, in all honety the map needs more testing, i did change up the spawning a bit but it actually made things 10x worse sadly, a lot of the spawn problems come from reachs spawn engine itself though i'm still baffled as to why it was acting the way it did in that 2v2, the beach was a fine safe place to spawn yet it kept spawning us behind each other, its been working better in 4v4 though. its nearly impossible to get testing done now, everyone is just playing minecraft or some other game instead of reach so i can't get any tests done so this is still the first build. i never know where i'm going with my maps, i just put 2 wall collosiums down on the island connected by a big ramp which you can see at the caffeteria and something caught my attention and went from there.. any suggestions welcome. i made it .... where did you get the idea paints made it? thanks for the compliment though.
Ahh, sorry about that, typed the wrong name!! Anyways, killer map, clean, pretty and well thought out, hit me up on Live later on if you want to get a game on this, I'll be downloading it for sure. GT: SaVaGe ExtenZe
Well lookie here. I never even got to play this, but I can see all the elements I implemented are still there, so I'm guessing they worked pretty well? Like I told you before, the map does look very nice and if you're posting I guess it must be playing pretty well at this point.
yea, that little bridge you added helped me finnish the map of, thanks for that. its playing well in slayer, haven't done any objective testing though and i just can't get any games on it so its going no where and because its going no where i thought i may as well post it.
I'll get some games on it with you, sounds like it could use more testing. And I added a lot more than that little bridge!
er, you did the bridge where the 2 dishes are and tried to add a platform with a ramp connection on both sides to the floor, i instead took that bridge and connected it to a bigger platlform that spanned the rest of the wall in one direction .. you also put the sniper on the picnic table , thats all i can remember, you mostly helped me brain storm.
If players aren't spawning where they are supposed to you could try using spawn zones to make it more likely for players to spawn there. Don't know if you've already tried that or not but it could be worth a shot
/\ Its not a matter of spawn zones as much as it is extensive testing to see where people are spawning at all times. Spawn zones are just a quick fix when it never takes into consideration map flow. Also: Psychoduck, your inbox is full so I can't PM you.
so fare in 4v4 slayer, the spawning is happening away from the action in relitively safe locations, in the 2v2 though it seemed to want to spawn us together which makes zero sense. i definintely need to get more tests done but its impssoble to get into a lobby or start one when everyone is playing other games and only like 2/100 people playing reach ..
Heeeeyy.... HA, whend'you get here? Glad to see you branching out, especially in the park! Get it, park, branching out.. trees in the.. oh, nevermind. Bad joke Anyway, I got a Splitscreen test on this thing over at my friend's house, and I got a bit of FR looking at the light. He's got the oldest model and it was s/s, so that may be it (also the dang thing hasn't been turned on for a little over a year since he also got a PS3). If you're looking for cheap light, you could use some custom powerups sunk into the pieces. You might even be able to make some sreetlamps with a large antenna on it's side and a custom powerup as some sparse cover or something. Spawning's still a bit funky, and 1v1s are a bit slow, but the routes, weapons, and sightlines are solid so far. Keep up the good work! oh, and FFa seems to be working better than teams, I don't know why...
Lights don't render in splitscreen, so I highly doubt it's the light contributing to any frame drops... Most likely it has to do with the number of objects on screen. Map looks better than when I last saw it Army. Glad you went with 1x2s in the cafe instead of those nasty 1x4s you were thinking of... And that you didn't double them up.
when did i get here? look at the member since information under my username and picture .. the performance drops isn't from the light, its from the amount of objects that bridge is made out of and with those pavillions which ate up most of my building blocks by themselves. not sure what i can do about the spawning at the moment, i need more games on the map to try and find the problem but i think the problem might just be reachs spawn engine and not my spawns. schnitzel, of course i went with the 1x2 and didn't join them up, they're cleaner looking and having them sperate looks and feels more structually sound and works better for gameplay. [br][/br]Edited by merge: facepalm* - *facepalm* and a thousand more *facepalms* one of my territory respawn zones wasn't st up correctly causing dynamic spawning in objective and restricting spawning to the top half of the map in slayer, F.... anyway, that is now fixed so the spawning should be better.
What up, Army? Glad to see that you fixed up those spawns... they were hella bad during our match Spawned in the middle of a firefight several times... As for aesthetics, I liked the map, especially those 1x1 talls