The sorta long and anticipated map is here and ready to be tested and stressed out. I'm going for a sort of different change towards gameplay. Like a combo of Quake and Reach. Thank you AceOfSpades for inspiring me. Your movement speed and jump is increased, no AA, and you start out with no grenades. The idea is to constantly move around the map to pick up weapons/ammo/grenades/etc. if you want to survive agents your opponent. I've had a few games on it, I really enjoy how its going, and I'm now giving you the chance to give it a shot. Comments about gameplay or the map would be great. Thanks. Caia v0.1 Caia 1v1
You use the same sketchup template nexn does. Is it easier than google sketchup. As for the layout: The LoS on the top walkways appear to be long and flat. You might want to break them up a little. You should have the two perpendicular walkways on top meet to a platform so players have more room to maneuver. Looks like a solid start, though.
I liked a lot of things about what I saw in forge today. This is the first real look I've taken at the layout, and I'd agree with Ace. Confused as to what xzample means, but he knows what he's talking about. So listen to him too Can't wait for it to be finished.
On the bottom of the second pic, there is a point where the two catwalks meet. I was suggesting that there be a platform because there is very little maneuvering room on the top floor. It would feel like walking down a long hallway with no walls.
He is using google sketchup. lol? He just color codes the same way nexn did. Love the design, even though I've seen it already.
I don't know anything about map design, aside from a few things Erupt showed me. So I can't really say much about it right now. When you update the pics with awesome new ones with aesthetics n' stuff, I will comment again with something more useful to you I hope, I loved your previous maps so I'm looking forward to this one for sure.
Can we expect the floors to be made of 2x4 blocks and the walls of large braces? About the layout, it looks good and I like the height variation, but the teleporter nodes all look either campable or vulnerable. In the area people mentioned being too open, I could see that turning into the lift room of guardian, but a single wall on there should be enough to avert that.
Im suprised that it got this many comments lol thanks a lot guys for the help. I did read some comments at work and I drew up a newer one with most of the same ideas. There is a good amount of open space and LoS and that did bug me when I layed out it forge. So, right now Ill work on a new sketchup of this, and post some picts. ...yes. The floors atleast. I love that flooring. Edit: New pictures up of current design
I'm always down to give feedback, in game or on the forums. Have any other projects that have questionable layouts, post them and I'll help you out. Great job with the second sketch. Seems you improved every problem that the previous version had. EDIT: To the left of the room with three pillars there is a pocket that only has two ways out. If you created a pathway under the central catwalk, it would improve the flow, and promote movement into the center. I you don't understand what I am trying to explain, I'll show you in forge when you decide to start it.
yeah, i got 2 picts of it so far. i think its going well. Ill keep this thing updated on information. Just getting it all together at the moment.
Looking impressive as always. I'll have to sneaky snake my way into one of your forge sessions sometime soon.
The design looks pretty standard, but after seeing the actual screenshots I'm a lot happier. The sand, rocks, and windows just make the map look a lot different than other maps. If the design is as good as yours usually are, this should be a pretty cool map. I look forward to playing, as always.
Even though you only have 2 pics up, I can already tell this map is going to be awesome. The sketchup pics are looking good, too. I'm interested to see what other aesthetic features are in this map. You usually do a great job on that part as well as the design. Keep up the great forging, man. I'll be looking forward to seeing more screenshots.
The map seems to be shaping up nicely Longshot. Hopefully it turns out to be as good and as sexy as Anent was. If I'm ever online, feel free to throw me an invite.
That sandy area looks simply beautiful. Not so much of a fan of what you've done with the area in the second picture, but knowing you I'm sure you'll pull it together well. You'd better show me this in game sometime.