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Thread: [WIP] - Woe

  1. #31
    Chasing Meteors Sever's Avatar
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    Re: [WIP] - Woe

    Way too linear at the moment.

    Current layout:

    base
    [---]
    | + |
    [---]
    base

    Suggested layout:

    ...base
    ../[---]\
    *|--+--|*
    ..\[---]/
    ...base

    with the * being a two-way teleporter, and the angled paths connecting to the side of each bases' exterior areas. PM me if you want a more detailed description.
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  2. #32
    Looking for his home. Apoc4lypse's Avatar
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    Re: [WIP] - Woe

    server has a nice suggestion layout wise i think....

    I agree with it being very symmetrical but oh well, it looks nice, I love the textures.
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  3. #33
    Can I haz coffee? hobojoe's Avatar
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    Re: [WIP] - Woe

    I see this being a great CTF map
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  4. #34

    Re: [WIP] - Woe

    Quote Originally Posted by sever323 View Post
    Way too linear at the moment.

    Current layout:

    base
    [---]
    | + |
    [---]
    base

    Suggested layout:

    ...base
    ../[---]\
    *|--+--|*
    ..\[---]/
    ...base

    with the * being a two-way teleporter, and the angled paths connecting to the side of each bases' exterior areas. PM me if you want a more detailed description.
    What's wrong with linear maps? Linearity works far better at keeping the action flowing where small numbers of people are concerned, as you don't want to be running around the map for 10 minutes looking for people to shoot at. Longest is a good example of that, and Wartorn Cove is another, on a larger scale.
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  5. #35
    Apex Huero's Avatar
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    Re: [WIP] - Woe

    The map looks like it would work like snow_Grove, or Grove_Final.
    A large center, that everyone fights in to gain control of the map, Which is REALLY fun. Adding those side passages would screw with that. However, if the side passages teleported into the middle, that would be much better. On the other side, the side passages give people a beeline to the other teams' base if people are fighting in the middle. Thus turning this map into a CTF Crapfest.

    ...base
    ../[---]
    *|--+--|*
    ...[---]/
    ...base
    THAT'S BETTER.
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  6. #36
    Reach Around? FireDragon04's Avatar
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    Re: [WIP] - Woe

    Thanks for all the input guys, all ideas will most probably tested.

    But, the map will go through a stage of play testing (alpha test) soon, to see how the current layout plays, and what needs to be done.
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  7. #37
    ლ(-_-ლ) Reaper Man's Avatar
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    Re: [WIP] - Woe

    I don't like how the Forerunner structure intersects the cave/cliff wall. Forerunner structures should be built into the environment and compliment it, not look like the wall has crumbled away to display the structure beneath it. Everything is very square and the overall map is very plain. If you insist on having those cracks, make them higher poly, as they do not look believable at all.
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  8. #38
    Reach Around? FireDragon04's Avatar
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    Re: [WIP] - Woe

    Quote Originally Posted by Reaper Man View Post
    I don't like how the Forerunner structure intersects the cave/cliff wall. Forerunner structures should be built into the environment and compliment it, not look like the wall has crumbled away to display the structure beneath it. Everything is very square and the overall map is very plain. If you insist on having those cracks, make them higher poly, as they do not look believable at all.
    The maps design isn't to make it look beleiveable but very makeshift, and quickly built by the forerunners, even though it still shows their glory.
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  9. #39
    Taiko Drums = Win
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    Re: [WIP] - Woe

    Quote Originally Posted by FireDragon04 View Post
    Thanks for all the input guys, all ideas will most probably tested.

    But, the map will go through a stage of play testing (alpha test) soon, to see how the current layout plays, and what needs to be done.

    Awesome.


    beta?
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  10. #40
    VERY THIN ICE Stormwing's Avatar
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    Re: [WIP] - Woe

    FD, as much as I love your work, I feel like this map suffers terribly from the one issue that kinda hurts your other maps as well.

    Visually, it looks great. The architecture is well thought out, the textures are fitting, the basic feel is there. But everything's few and far inbetween, and everything is constantly symmetrical.
    I mean, look at the two large chambers...all the basic elements are well done and go together nicely, but it's still really empty and pretty damn boring. Completely rectangular, there's only a bit of scenery on each side, walls are flat and uninteresting, and it just seems pretty bare overall.

    Secondly, it's (as previously stated) too linear. Symmetry I can deal with, but the linearity plus bare-bones feel makes the symmetry seem gameplay-breaking. The bases and smaller interiors/rooms look nice, since there's plenty of things to keep things interesting and visually appealing. However it's all too direct and simple and would make the gameplay much less fun.


    I don't really have and ideas for increased complexity, mainly because the big chambers kinda fill up the map area. Idunno, this kinda thing is just the feel i've got from this map..and others. Looking forward to it though.
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