Beautiful drawing :) +rep
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Beautiful drawing :) +rep
*sets drawing as wallpaper*
:awesome:
That makes a lot of sense that he'd get post #666. It's part of his screen name on Halo, I think.
Also, that drawing wins on so many levels. I consider myself good at sketching, but I can't do real life detail. My best area is detailed cartooning, with some realistic elements.
http://img513.imageshack.us/img513/7207/chokelr0.jpg
Designed a map this morning, about 30 minutes drawing, Didn't try very hard as you can tell but I got the rough mental picture down on paper.
I'd model that if I had the time. I like the little levels of ground that go upwards, would make for some fun sniping.
No need, I'm modelling it right now, pretty much done, kinda. Just gotta tweak all the terrain then start the bases and structures.
*edit* oh snap just finished modelling it, saved it was about to start unwrapping but the file corrupted so I gotta start over :downs:
ah well I guess thats 3 hours wasted, not that bad I guess.
Bases are kinda :/ They're gonna get hella camped. High ground usually means an advantage. Those bases are going to have to be bigger.
Well I was going to have the player spawn points right around the edges of the cliffs, barely any near the actual base.
People are still going to camp. The base needs to be further back; across an open area plus some hills to hide behind like Bloodgulch's base areas. Maybe elevate the bases and the hills near them a bit so you have a sort of shallow ravine between this middle area and the bases. This'll help balance out the offense/defense, but it would still be very hard to get past the middle if there are people there defending the area and not really moving. That's where your tunnels to the side come in; to help provide more routes.
About the side tunnels too, I think two of them could be a potential problem here, especially with your bases so close to the center tunnel "A" right now. Where the side tunnels attach to tunnel "A" should be removed. Instead, place the exit from the side-tunnel up where the rocket launcher spawns. This way, escapees with the flag wont have as many places to run and hide.
Next, it'd be great if one of these side tunnels was removed as I hinted to in my last paragraph. This could open up a whole area for a vehicle route that meanders around in a U shape. It could also provide an alternative foot route, with a teleporter going from base---> 2/5 way around the "U" helping to shorten the running distance along this "U". Then, you have another front that battles can occur on.
I'd provide a drawing of this layout, but I gotta get to bed. PM me if you want one tomorrow.
a playtest will tell you what's good and bad.
also, one base higher than the other usually doesn't work too well, remember lolcano? that was near imposible with CTF.
i suggest having a similar slope/cliff/stuff on the other side as well, but in a cave for them or something.