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B: the map uses fps unfriendly big .PNG with low opacity.
this remembers me new airpiratesnice map, only thing I felt is the overdetailed texture
Hmmmm .... after playtest I find thatA: the map has very intense colors with such a background.B: the map uses fps unfriendly big .PNG with low opacity.C: the map has fades on certain places and certain places like the low right corner not, it´s distracting from looking at it.
A good map all around. The ability for bravo to defend both the alpha and bravo flag completes this map.Why no png scenery btw?
Loner, I can help you with this problem you had with your remake. The problem is caused by .PNG scenery being used in a map that you compile with MapMaker. I guess you put them into the map from Polyworks and then compiled it in MapMaker, but since MapMaker isn´t compatible to .PNG scenery and textures your map gets f**ked up. You will be able to play it by saving it to Soldat/Maps with MapMaker, but you won´t be able to work on it with Polyworks. This happened to me with one of my maps and I just figured what happened.
I found a bit of a workaround for making fades with bmp sceneries. I made a number of reeeeeeeally small bmp sceneries (see attached archive below). Then if you stretch them to big enough size - you'll get a smooth fade. There are a few issues though:It's doesn't fade as color-transparency. It fades as color-SemiTransparentBlack-transparency. So you'll get a little bit of a dark shadow around the scenery, but it's barely noticeable and sometimes actually looks better this way.If stretched too much - it looks a bit pixelated for some people. I'm not sure what exactly causes it (looks perfectly fine for me) and if it occurs with PNG sceneries too. Here's a screenie VirtualTT showed me: http://img121.imageshack.us/img121/2605/20091223235325.png I'm not 100% sure, but they might cause your map to not open in polyworks. At least that's what happened with my inf_Moonshine remake, and it's the first map where I used lots such sceneries. It opens in MapMaker 1.2 just fine, but since its interface sucks bowls - I'm waiting for Fryer to fix Polyworks. :S But then again, I'm not sure if it's those sceneries that are causing the problem. Could be just some random corruption in map file or a bug in Polyworks. Just to be safe - make backups of your map and restart polyworks occasionally to see if you can still open the map.-----------Anyway, about the map:I find texture detailed enough. Perhaps too detailed - there's too much contrast so it looks distracting (rocks and grass that is - the stone bricks look perfect). Try adjusting the levels to make darks a bit brighter.Black flag is too close to white flag. Reds could grab and cap it while blues haven't even respawned. That is mainly because you can just drop down the right side of flag spawn. It's better to close-off that escape route allowing only to shoot through it or throw flag.The center bridge/tunnel thing (4 half-bridges) doesn't serve much purpose other than as annoying obstacles that slow you down. Try making it a bit easier to move through and maybe add some bonus/kit spawns.If you make it easier to move through and allow bullets to pass - it could be a faster way than going all the way to the left, but more vulnerable because blues can shoot through bridges and kill flagger.Add more blue spawns so that they're more spread-out and less predictable.I attached a pic with some ideas on how the map could be improved.Otherwise this looks like a very promising map with a nice layout and visuals, it just needs some rebalancing.
haven't playtested it myself however placing the flag like that would make a huge part of the map useless and make it a way less fun map. also with normal settings(2-4 second respawn) it would be a huge risk to take the direct route to cap. also bravo will probably defend as far as it can to the left. makeing it even harder to take the flag the direct route by risking respawns if you manage to take the flag.however as I said its all speculation so far will only have a real idea how it will work after a few maptests.
Quote from: zakath on December 27, 2009, 01:40:37 pmhaven't playtested it myself however placing the flag like that would make a huge part of the map useless and make it a way less fun map. also with normal settings(2-4 second respawn) it would be a huge risk to take the direct route to cap. also bravo will probably defend as far as it can to the left. makeing it even harder to take the flag the direct route by risking respawns if you manage to take the flag.however as I said its all speculation so far will only have a real idea how it will work after a few maptests.I take back my words about new flag spawn, you have a point.I still think right route is way too easy. 2-4 seconds respawn is still a lot and sometimes it takes even longer. By that time flagger can make it to 3/4th of the way to the flag (right route), at which point blues won't be able to hit him from where they respawn. Not to mention that flagger won't be without backup which makes it even harder for blues to kill him.You expect blues to advance and defend path further ahead, but I highly doubt it'll happen. Blues will never advance if it means leaving some of the routes to flag vulnerable (I learned it the hard way :S). And you have quite a lot of them - reds can attack from almost any direction (except bottom-left), even from the right (get barrett, sneak by to the top-right with a nade boost and happy camping). So I'm 95% sure blues won't go far from their flag unless lower-right entrance is closed-off.-----------Uh, one more thing. Red spawns feel a bit too close to the rest of the map. I think you should move red spawn area further away, so that there's a bit more space to move around and so that it's easier to get to the ledge from below. (see attachment for example)Right now you have to jump straight up and make a 90* turn, which slows you down. If there's a bit more space - you could move diagonally to get to the ledge which is much faster, plus it'll be harder for blues to spawnkill reds from that ledge because red spawns will be out of range (only with barrett zoom maybe).
Well, IMO this map is already small enough to have some good action. Red spawns being so close will definitely have spawnkilling issues. But yeah, testing's always a good way to see if that's actually true.If I manage to get my own server running - I'll definitely add this map.
Is INF actually competitive?