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New version of Captain Gordon's
Posted: Fri Nov 26, 2010 4:05 pm
by Arsis
Hi, here is a new version of this popular map with some terrain and other features, while leaving the node setup the same. The map, and a texture package for the terrain :
11/28 Final Edit :
Map -
http://www.mediafire.com/?ygghzurdmrv4qeq
Texors -
http://www.mediafire.com/?9313a9mn41c50d1
Hope you enjoy... Arsis
Re: New version of Captain Gordon's
Posted: Sun Nov 28, 2010 3:15 pm
by DW_Ant
Groovy! Glad to know that somebody cares for visual appeal in one of the most commonly played maps.
I'm not so sure about the cicada in this map. I have a feeling someone could attack a node and hide high up in the fog, but then again the avrils can take you out easily if you don't have a second gunner.
It could be an interesting addition to the gameplay. We'll have to check it out when the Thanksgiving Holidays settle down.
Re: New version of Captain Gordon's
Posted: Sun Nov 28, 2010 6:24 pm
by DW_WailofSuicide
I'm kind of curious what visual appeal means in this context. I mean, I think 90% of the appeal of Captain Gordons is you can easily hitscan someone from 50% of the map away since it has no terrain. (Which is, honestly, incredibly lame. But hey, people want to play it for whatever reason ...)
Re: New version of Captain Gordon's
Posted: Sun Nov 28, 2010 8:57 pm
by Arsis
Thanks for your feedback... I did some final tweaks on the lighting and bases, and put the updated download link in my first post.
Re: New version of Captain Gordon's
Posted: Sun Jan 09, 2011 1:01 am
by DW_Ant
I won't criticize the map's visual appeal.
There are gameplay concerns though:
The main concern is the terrain. You have to structure the terrain so that there isn't a hundred vantage points a tank can climb or hide to shoot/camp two or three nodes. Because of the spacing and how the cover is arranged, almost all nodes are exploited in multiple angles where it becomes very difficult to defend them. The terrain changed the gameplay so much, I don't think it's safe to still call it Captain Gordons.
Without fog, zoning, or antiportals, you're forcing everyone to render all 32 players. This implies that performance will be reduced when clients are rendering everything all at once. I understand that there are maps like Spam Box where you are rendering all players, but at a spam map like that, using hit scan weapons are nearly useless. Captain Gordons on the other hand, hit scan is vital in making many kills.
Last thing to bring up is the super weapon placements. The ONS Painters should not be in the middle of the field. The deemer pickup is very easy to obtain, and it is sheltered. You should give the players more risk when obtaining the deemer.