Empty Space Battles Areana V2

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-Oi-Wicked
Killer in Training
Posts: 24
Joined: Sun Jun 03, 2007 11:00 pm
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(- EDIT - New Link below)


Here is a fixed/ edited/ wicked-ized version of That Crap Map. Should be a little better, textures are lined up, adren is better, the top asteroid is a lot more cooler!

I had to re build this map from scratch thats how bad it was! The only thing i copied was the sky box and the asteroids around the map.
Last edited by -Oi-Wicked on Fri Jun 29, 2007 2:07 pm, edited 1 time in total.
DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

Are the small asteroids meant to be climbed on? I did fix the part with the stallz being raised as it was set too low, or the big center rock needed to be lowered. Anyhow, if the outer rocks are meant for decoration, I want to shut off the collision if its not needed for them...

Otherwise it looks pretty good, I like the changes done to it.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

Few issues we see with the map after playing it.

Redeemer lockers cause problems. There was never a time where we didn't have 4 redeemers flying around trying to kill things, team kill, or knock players off the map.

Mine layers on small maps make the map boring. Everything dies right at the second the protection wears out. I understand the medic infatuation with mines but they do not belong in these type of maps.

Adrenaline, I'm not saying pop the map full of them but a few medics running around for adrenaline should be able to make their medic weapons easily. This doesn't mean stick 30 pills with instant respawn but it does need to be slightly faster. In general a pill ever 2 seconds is probably a good start.

Colored corners are only useful if every corner is a different color. There are two green ones. I believe the goal was to make it yellow. However the end result is that their both green. If that was truly the issue try playing with saturation, and possibly different types of lights.

In general there are no mini guns or mp5's available on the map. The mp5 replaces the assualt rifle so you can stick that in, and let the server replace it later.

Path nodes need to be implemented inside those connecting hallways. Basically they are almost a perfect spot to hide currently and that makes the game rather boring, at least in my opinion. I'm not saying you should have your adrenaline pumping (pun intended) at every turn. However you should have the feeling that you can potentially die anywhere.

I'm sure there are some other things we can pick up on. However, Please take care when editing maps. As a mapper you have a huge bearing on the game play of the map and you need to keep some balance/annoyance issues in mind. Most of the changes are relatively minor, however they have a major bearing on gameplay.

-Hornet.
-Oi-Wicked
Killer in Training
Posts: 24
Joined: Sun Jun 03, 2007 11:00 pm
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:P

Cool, nice feedback.. ill jump on that soon. :compress:
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

I believe after the horror stories we had with the original version (4 redeemers out all the time was a huge problem) wraith corrected most of the problems listed.
-Oi-Wicked
Killer in Training
Posts: 24
Joined: Sun Jun 03, 2007 11:00 pm
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i did a little fixing to it with different adrenaline pills added a redeemer base on the asteroid and adrenaline in the hallways.

http://files.filefront.com/DM+EmptySpac ... einfo.html
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