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Posted: Mon Oct 02, 2006 4:48 pm
by DW_Wraith
I'm going to be looking at a couple of the maps in the download section. I can't wait to get started on one of them. I am not familiar with several of the ones listed.....

Posted: Mon Oct 02, 2006 5:46 pm
by DW_Bomzin
I don't know if there is anyway that I can send you one of those.. I don't know how much they will compress.
Snail Mail ... Image

Re: Maps for Project: Map Change

Posted: Mon Oct 02, 2006 7:43 pm
by Urtho
ToxicWaste wrote:Actually I will make special mention of a couple of maps because I am readily familiar with them.

1. http://www.clandw.com/Download/index.ph ... E-32pB.exe


This map is perhaps the most gorgeoous map I have seen. Wraith poured his heart into optimizing this map at my request. He did a masterful job. Unfortunately, the game play is not there. It may be just TOO big. Does it need more nodes? Does it need to have areas cut out to make it smaller? I especially ould like to hear Urtho's input on this map and if it is salvageable.
Wraith did this version hmm? I had no idea. In any case, it's been awhile since I played this map (I do remember it kinda - this is the one that has the wavey, sparking type "things" waving about each vehicle spawn point yes?) so I'll grab a copy and give it a look to see if any obvious problem issues pop up at me.

2.http://www.clandw.com/Download/index.ph ... eRedux.exe

Again, another very pretty map with gameplay that stinks beyond belief. I don't think it's a simple as a node layout change.
I love the look of this map as well. Blew me away the first time I played it - the skybox is amazing. Sadly I have to agree that the gameplay isn't really there in the maps current form. I've tried various link setups with this one and they kinda work... but only to a point. The problem is that the high cliffs and low valleys of the terrain funnel players along only a few obvious routes making defense easy for most nodes - when attackers only come at you from one or at most two directions it's pretty simple to hold a node vs anything but the overwhelming numbers that you don't see happen very often in public server play.

Only the flying vehicles (not the manta) have true freedom of movement and that just doesn't work for most ONS maps and this one is no exception. For starters, ECE content should be added as all 3 vehicles would get good use here. You'd then need to cut access points/routes into the sharp cliffs to make the nodes more accessable than they currently are. Unfortunately this map is more vertically focused than most ONS maps so that tends to leave the air vehicles as dominant. Perhaps some sculpting of terrain could be done to allow for easy manta ramping and vehicle jumps if cutting terrain proves problematic but I think it should be tried first.

Levi should probably be gone as well as it adds nothing beyond late game spawn killing and locking down a primary if anyone foolishly goes with a choke node link setup on this one. I haven't looked too hard at the sides/corners of the map that are mostly unused at this time beyond travel space but it may be possible to get in an additional few nodes to allow for some better link setups.

If someone wants to take it on I'd love to see a tweaked version that plays nicely as I think it could be really something special.