Author Topic: inf_Beserkers [3rd Final Release]  (Read 9500 times)

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Offline iDante

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Re: inf_Beserkers [1st Final Release]
« Reply #20 on: June 16, 2007, 11:48:18 pm »
very nice. I like the shape, structure, the whole map. However it seems now more like a visual excersize more than an actual map. I mean, the layout needs work. I don't know how to make it better but it needs it.

Offline Blacksheepboy

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Re: inf_Beserkers [1st Final Release]
« Reply #21 on: June 17, 2007, 12:21:30 am »
very nice. I like the shape, structure, the whole map. However it seems now more like a visual excersize more than an actual map. I mean, the layout needs work. I don't know how to make it better but it needs it.

Dur crap...your right. That canyon doesn't make too much sense...and just buggers up gameplay I'm sure. There could be more done to the lake so that you don't have to just jet over it...etc. Good point :-\.

I guess I was aiming more towards looks without knowledge until you mentioned it...and I didn't playtest it very often to get a feel for things.

Maybe it more paths, or ways to the flag? Getting up to the flag is kinda annoying...the tower and steps itself, meh.

[edit]

Lol, with the gameplay now and so few paths to take, it's more like deathmatch. Maybe, a path [cave] from somewhere leading to a hole in the middle of the floor of the base, how does that sound?
« Last Edit: June 17, 2007, 01:26:02 am by Blacksheepboy »

Offline wedding

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Re: inf_Beserkers [1st Final Release]
« Reply #22 on: June 17, 2007, 05:44:13 am »
Nice map dude...I love the layout...But i think the map is a bit too big for my taste...Nevertheless, great job!!
Sex is like Hacking.You get in, you get out,then you hope that you didn't leave something behind that can be traced back to you.

Offline Blacksheepboy

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Version 0.99 Announcement
« Reply #23 on: June 17, 2007, 10:23:01 pm »
Version 0.99: 2nd Final Release

Alright, after another mapping marathon today, this is what I came up with [*everyone views new the screenshots on the first post*].

Updates from version 0.95 to 0.99:

  • Added caves underneath base; helps with infiltration
  • Added two jump pads for alpha for quicker traveling (right one helps for a surprise attack)
  • Even more scenery additions: now the total is 289 sceneries
  • Changed spawn points up a bit
  • Bottom of base (tower) has a few changes

Well, now even closer to the finished version. I believe all it needs is waypoints...please, when you comment, post your views on the playability as well (gameplay), what you think the issues are, what you don't like, and of course, what you like ;). All are appreciated, and I do take them into consideration when/if I update.
« Last Edit: June 21, 2007, 03:45:34 pm by Blacksheepboy »

Offline -Skykanden-

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Re: inf_Beserkers [2nd Final Release]
« Reply #24 on: June 18, 2007, 01:09:25 am »
Wow man!

i love that map, its awesome

Offline fireblade212

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Re: inf_Beserkers [2nd Final Release]
« Reply #25 on: June 18, 2007, 06:15:32 am »
yea, cant wiat for it to be done
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Offline wedding

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Re: inf_Beserkers [2nd Final Release]
« Reply #26 on: June 18, 2007, 07:35:44 am »
It becomes more and more beautiful...Wonderful map!! Keep up workin!
Sex is like Hacking.You get in, you get out,then you hope that you didn't leave something behind that can be traced back to you.

Offline Red Neck

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Re: inf_Beserkers [2nd Final Release]
« Reply #27 on: June 18, 2007, 09:57:42 am »
wow thats beautiful, hope it gets put in a server, good job

The Specialist

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Re: inf_Beserkers [2nd Final Release]
« Reply #28 on: June 18, 2007, 11:09:26 am »
Just pure genius.  You need to add this amount of work effort into all of your maps.  With a lot of work effect, you were able to come out with an incredible map.  I absolutely love it now.  It has amazing shading, the scenery placement is perfect.  I definitely reconmend playing on this map.

Date Posted: June 18, 2007, 12:07:01 PM
Also, for my map-pack of the best 50 Soldat maps, this map deserves a spot in it. ;)

Offline Blacksheepboy

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Re: inf_Beserkers [2nd Final Release]
« Reply #29 on: June 18, 2007, 10:17:59 pm »
Wow, I never expected to recieve a comment like that. Thanks.

Well, onto that mapmaking again, anyone have any tips as to how I should/could waypoint this? I'm assuming that red [starting from the left] would either take the underwater path or the above path. The thing that I am not quite sure of yet is what to do with the red on the right. Since the red flag has two spawns [although the map always favors the left one], one being the right canyon, should I make red spawn in the canyon and above, or just above?

Anyways, how should I waypoint the right side of red. With the way things are set up now [red only spawning in the top area of the canyon], I could have the red drop down into the canyon to traverse the cave up to the tower as one path, and then the direct path straight into the tower. Also, another path could be to take the launch pad straight to the tower as air assault.

Blue waypointing would be easily done... Now the part I can't quite get done. The waypointing for red in the tower, how to get into the tower and out. I can't quite manouver the soldats around the tight corners and up without there being problems, them getting stuck and such. I could do my best to fix the tight bends in getting up the tower, but even then, I would still botch up the waypointing.

Soo, any help?

I could always leave this waypoint-free, but what's the fun in that.
« Last Edit: June 18, 2007, 10:20:51 pm by Blacksheepboy »

The Specialist

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Re: inf_Beserkers [2nd Final Release]
« Reply #30 on: June 19, 2007, 12:12:48 am »
You may ask Keron Cyst to waypoint this map.

Offline wedding

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Re: inf_Beserkers [2nd Final Release]
« Reply #31 on: June 19, 2007, 04:59:33 am »
You may ask Keron Cyst to waypoint this map.

Ohhh...That could be a hard job for him
Sex is like Hacking.You get in, you get out,then you hope that you didn't leave something behind that can be traced back to you.

Offline Red Neck

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Re: inf_Beserkers [2nd Final Release]
« Reply #32 on: June 19, 2007, 10:08:10 am »
a challenge for the waypoint master i think it fits just fine wedding :D

Offline Blacksheepboy

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Version 1.0 Announcement
« Reply #33 on: June 21, 2007, 03:38:14 pm »
Humm, I could ask him. I was testing out waypoints yesterday and it just reminded me off how bad I waypoint. I can't believe I waypointed that one desertish map of mine successfully...that was the only thing that made that map fun and it had lotsa jumps and such. That was when I didn't really understand what went behind waypointing, and now that I do, I can't waypoint for the life of me :-.

I'll study up a bit on Keron's stickies about waypointing first. Then if I still can't do anything about it, I'll ask for his help.

Date Posted: June 19, 2007, 04:30:39 PM
Version 1.0 Announcement

Updates as of now:

  • Changed polygon placement a little bit to make waypoints more efficient
  • Paths leading to flag capture almost complete
  • Fixed a bit of scenery [not too noticeable though]

Alright, waypointing under way. I just wanted to announce that I will release version 1.0 [with waypoints] sometime soon. It'll take me about...a day more of testing, editing and changing around. I basically have the paths set up for red to capture the bravo flag but there are still a lot of problems with it. I will also add new spawns and might make it so that the alpha flag return is only the left side of the map. Maybe, maybe not.


No new releases.
« Last Edit: June 21, 2007, 03:42:58 pm by Blacksheepboy »

The Specialist

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Re: inf_Beserkers [2nd Final Release]
« Reply #34 on: June 21, 2007, 11:45:03 pm »
When will this map be completely finished and have its final release?

Offline Blacksheepboy

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Re: inf_Beserkers [2nd Final Release]
« Reply #35 on: June 23, 2007, 04:04:13 pm »
Umm, sorry if so many updates messes up with "wrong map version" etc... [if this is/or ever will be hosted].

I don't quite know when I will have this completely finished. I've had some pretty big setbacks with waypointing and am a little busy at the moment with other business :-\.

News on this map: I have been testing this map, and either because of the waypointing, or the way the map is made, I might release a death match and ctf version of this. Infiltration isn't really working too good at the moment and isn't turning out like I thought it would originally. What do you guys think about having a death match and ctf version? *sigh*...I dunno what to do with this :-\. I'll just strive to finish up the waypointing and might just leave it at that.

Other stuff: I might attempt to start up a temporary server just hosting my maps as a sort of test server :). Since I don't know really where or how to start with that though...I don't know if that will happen anytime soon.

Misc: How do you guys like it the way it is (even though it has no waypoints)? Do you like how the infiltration is (the paths n' all)?
« Last Edit: June 23, 2007, 06:06:10 pm by Blacksheepboy »

The Specialist

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Re: inf_Beserkers [2nd Final Release]
« Reply #36 on: June 23, 2007, 04:23:24 pm »
Do not turn this map into Capture the Flag or Deathmatch.  You'd ruin it.  It is best the way it already is.

Offline Blacksheepboy

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Version 1.0 Announcement [rough draft]
« Reply #37 on: June 23, 2007, 05:22:36 pm »
Alright, good that clears things up. Matter of fact, I just finished the rough draft for the waypoints. No new screenshots but time to upload new version! Wewt! The waypoints are semi-efficient. Bots don't get stuck too often. Alpha does capture the flag and will return although if there is a lot of combat, that suspends their abilities to follow the waypoints given, therefore they get lost and screw up [on occasion]. Gonna repost it here...

Thanks for your feedback. I was seriously thinking of changing things around, but now that I look at it, I have decided rather not to.

Date Posted: June 23, 2007, 04:09:23 PM
Version 1.0: 3rd Final Release
[rough draft, kinda]

As said in the above post, semi-decent waypoints have been implemented. It took a little bit and I did have several setbacks [was busy, now I'm not].

Updates from version 0.99 to 1.0:

  • Added waypoints that work (alpha will capture the flag and return it now)
  • Changed a bit of polygon placement, not much
  • Fixed a few texture stretching odities
  • Fixed a few scenery things

That's about it. There will be a new release for this map version in the first post. From now on, if anything changes in the map, it will either be fixing waypointing flaws, and possibly changing the clouds up a bit... Otherwise, work is slowly coming to an end.

Thank you all for your comments and critiques. They helped a good deal with making this map, and it would have been hard without them.

Offline fireblade212

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Re: inf_Beserkers [3rd Final Release]
« Reply #38 on: June 23, 2007, 09:00:54 pm »
i was about to post "3rd release? i see no improvements in map"

till i read there went much "major" improvments to be noticed, but nice work
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Offline Xxypher

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Re: inf_Beserkers [3rd Final Release]
« Reply #39 on: June 24, 2007, 03:14:05 am »
This map is great!
I recommend it!
One of the best and highly detailed maps I have seen!