Spambox-XL

Discuss all things related to our custom map 32 player ONS server
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Arsis
Posts: 4
Joined: Sun Oct 10, 2010 8:24 am

Here's an extra large version of this server favorite. It looked like after 'Spambox-April' we were going to see monthly installments, but it has been a while.

I am hoping this or the Captain Gordon's I posted can get a trial run on the server, or some feedback as to what additional changes can be made to get them on the server. I've been playing here frequently for the past few years, and try to apply those experiences in making these maps more current.

Spambox-XL :

http://www.mediafire.com/?86z6zkd9bvpo32a

Thanks.
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

I'm not too confident about this one.
My first impression of the map isn't too pleasing with the atmosphere. The lighting and textures are a bit bland, but if people play the Old Captain Gordons every day, I guess appearance doesn't matter.

I had a quick run at it offline out of curiosity. I did not like the node setup. I never liked Linear node setups. They are screaming for stalemates all match long, and there's little room for a comeback for the team who fell behind at the beginning.

Other main concern is the major twist in gameplay. I didn't like that side room that leads to nothingness at first. Later I found that a levi is parked in there. I'm not too sure about placing a Levi here since I was easily able to spawn kill without the bots able to retaliate (due to the shelter in front of the Levi spawn).
The map seemed to be a bit congested for raptor flying, but then again when flying in a small room with 16 other bots, you can't live much since they are experts with AVRiLs.

These comments aren't official, they were just thoughts when I took a quick gander at the map. I don't consider myself an ONS expert so don't take my word wholeheartedly.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Arsis
Posts: 4
Joined: Sun Oct 10, 2010 8:24 am

I would agree completely with that assessment if this was an original map, but it's an edit of the original 2 versions that run on the server. I tried to loosen it up a bit and make the 'spam' part of it involve more onslaught vehicles besides tanks and mantas. Thanks for taking a look.
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Going to be a bit brief on this.
It's strange to see some floating exploding barrels. They should be placed on the ground.

Bot pathing is a big thing here. It's pointless to attempt to make a comeback if your team doesn't know how to get to the top. And it is boring for the attacker's since they don't know how to get to the bottom. Try placing LiftCenters and LiftExits to tell the bots how to get up there. Jumppads may not be a bad idea, too. It would suck to have people wait in line for the lift to come back down.

The current node setup is boring. The linear connection leads to stalemates for a long time. It will be better if there was a network of nodes instead.

The levi must go. It's just as bad as placing an ion tank, and spawn kill anything that spawns at the core.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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