Author Topic: inf_Architect  (Read 1515 times)

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Offline Wraithlike

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inf_Architect
« on: September 03, 2008, 07:39:17 pm »

Offline mar77a

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Re: inf_Architect
« Reply #1 on: September 03, 2008, 07:51:38 pm »
Very nice looks with the towers and all, but I don't dig the grass/jungle excess. Also, nice layout too. There's a minor gfx bug in the tower/bunker that's on the white flag spawn island were the blankfade flickers a bit (with edges disabled.. if you still don't know what I mean I can send you a screenshot).

Offline ElSpec774

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Re: inf_Architect
« Reply #2 on: September 03, 2008, 08:24:58 pm »
Very unique map, I'll give you that.  It's alright, but it has quite a bit of flaws.

As I predicted, the lower route is prone to a large amount of spray and sniping.  Alhough you added those spray blockers, which reduce the amount greatly, it's still possible to the point it affects gameplay.  I'd suggest to change the heights of the towers. Since they're all perfectly aligned to one another, Barrette shots are highly prone. 

I'd also move the Alpha flag into the tower at Alpha's base.  Scenery as usual is good, don't like those ray lines near Bravo base though.

Biggest thing that annoyed me was why the hell is there openings at almost possible corner in this map?  Especially those completely unnecesary openings at the bottom route.  You hoped a dead EFC will drop his flag down there for map balance?  Nice idea, but it fails.

And the texture choice isn't the best, gruzka.bmp would've been better.

Ehh...as I predicted, this is one of those maps that you make that kills your vicious cycle.  Hope the next thing you'll make is at least twice as better as this.

Also, this is a crazy idea, but this could possibly work better as a CTF map, rather than INF.  Similar to one of Boxo's Noble Gases Maps, but Wraithlike style.

And 2Girls1Cup was sexy. :D

Offline Wraithlike

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Re: inf_Architect
« Reply #3 on: September 03, 2008, 10:21:50 pm »
Why large areas are ok for spray. Also, the shields are to avoid barret fire. Spray isn't an issue, except against bots who don't try to avoid it. It's a common mistake, and even ingraned belief, but sadly, one thats wrong. Especially with bullets losing power over a distance. The only thing "spray" can do in a large area is interrupt snipers, which is as I intended.
 
The openings are for saftey. At the bases, they help lower the effectiveness of spawn-camping, and on the bridge, they provide cover, but maintain balance with their weakness to spray, and to grenades. You completely misunderstood their purpose.

The towers line up because it provides a faster direct route, but balances it by making it vulnerable to barret and law fire. This is also moderated by the gap in between, and colliders inside.

Somewhat amusingly, all the things you mentioned are things I took into account while designing the map. I actually expected the critique of the spray, and of the openings, and if you'd like I'll go into even further detail.

Edit: Mar77a, I know exactly what you mean, and I believe the glitch is in soldat, not that map, as I've seen teh same thing many times before. For me though, it only happened occasionally.
« Last Edit: September 03, 2008, 10:36:32 pm by Wraithlike »

Offline Blue-ninja

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Re: inf_Architect
« Reply #4 on: September 03, 2008, 10:34:33 pm »
The two openings at the bottom route of the map are for getting out of firefights alive, it seems.

Offline ElSpec774

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Re: inf_Architect
« Reply #5 on: September 04, 2008, 01:38:34 pm »
Yeah, but by the time you decide to come back, you most likely would have run out of jet fuel.  Bad idea either way.

Offline Wraithlike

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Re: inf_Architect
« Reply #6 on: September 04, 2008, 05:10:09 pm »
You don't jump off the map. They're just areas that are easy to defend and hard to attack.