Author Topic: ctf_zomnom  (Read 1422 times)

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Offline p0ppin

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ctf_zomnom
« on: April 26, 2009, 10:47:42 am »
Here's my first zombie map, tried to give it an eerie atmosphere that'll spook some people :P.


Waypointed:  I tried my best, and they seem to work alright.
« Last Edit: April 26, 2009, 10:56:44 am by p0ppin »
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Offline Blacksheepboy

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Re: ctf_zomnom
« Reply #1 on: April 26, 2009, 01:16:02 pm »
Initially, I would say to remove the three spawns right under Alpha's spawns as I hate Zombie spawns that are right behind the player (in the beginning sequence of zombie maps).  I'd rather just pay attention to advancing (the most part) in the beginning.  But as I have not playtested it, the rate of spawning on those Bravo spawns will probably be bearable.

Kudos on the atmosphere; it's great.

Offline p0ppin

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Re: ctf_zomnom
« Reply #2 on: April 26, 2009, 01:31:21 pm »
If they prove to be annoying, I can remove them easily :P.  Thanks for the comments :)
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Offline Mr. Domino

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Re: ctf_zomnom
« Reply #3 on: April 26, 2009, 02:07:42 pm »
Your waypoints are not functioning, particularly in that area at the end by the blue flag. Bots are also getting stuck in that second floor area after the climb and by the house outside as well. I've uploaded the map to my server and put it in rotation, so you can check that out yourself.

I can fix that if you like. My main concern is that once the waypoints are fixed, the map will be really, really difficult due to the small size and lack of room for dodging and the like. Cramped spaces make it impossible to fire upon zombie mobs as a team as well, and while this map is hardly as bad as inf_Dethroned in that regard, I think it'll become a major problem once the bots are freed and it'll be up to just one player alone to shoot down the group of bots.

I do like the opening area with the blind Bravo spawn drops, but that'll be maddening to the FFC to get blindsided by that. It's fine to keep the Alpha spawn point to the left and force the team to run and pray through that obstacle, but I do think the red flag should be to the right so that you don't force the FFC into a last second gamble just to complete the score.

It looks great, and I like the fog effects. :) I really like the theme, too, and the map has lots of character. I haven't had a chance to open the map in Polyworks just yet; this is based on a run through of the map on-line. I do like that ending area quite a bit with the ice and all, but it is a pain dealing with that seeing how the bots cluster there. It also seems to be a bit sudden theme-wise to see that weird nesting area just outside the house, so if you were to consider lengthening the map should the fixed waypoints be a problem, perhaps that stretch can be extending a bit underground some.

Offline Blacksheepboy

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Re: ctf_zomnom
« Reply #4 on: April 26, 2009, 02:37:58 pm »
Quote
It's fine to keep the Alpha spawn point to the left and force the team to run and pray through that obstacle

Did you mean "Bravo spawn point to the left" ?
gotcha, just wanted to clarify..

I would gladly waypoint (I've got time, and an odd wpting drive), but if you plan on sticking around for a while - and have the time - learning to waypoint your own maps will be a priceless "skill".
« Last Edit: April 26, 2009, 02:45:32 pm by Blacksheepboy »

Offline Mr. Domino

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Re: ctf_zomnom
« Reply #5 on: April 26, 2009, 02:43:10 pm »
Quote
It's fine to keep the Alpha spawn point to the left and force the team to run and pray through that obstacle

Did you mean "Bravo spawn point to the left" ?

Nope, I meant split the Alpha spawn and flag locations. Keep the Alpha spawn points to the left of that blind drop gauntlet, but move the Alpha flag to the right of that so the FFC returning won't have to just hope and pray that nothing drops on him to score.