Author Topic: dm Aram  (Read 3344 times)

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Offline Dr.Thrax

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dm Aram
« on: January 17, 2010, 05:50:41 pm »
Hi
this is my last map "Aram":

Overviews:


Download [Newest]

Would like to add Waypoints but I'm not the best one with waypointing so if anyone is willing to do so ...  :-\
Be free to critizise

Dr.Thrax
« Last Edit: January 19, 2010, 08:50:54 pm by Dr.Thrax »

Offline Mr. America

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Re: dm Aram
« Reply #1 on: January 19, 2010, 02:30:55 pm »
good, middle-sized dm. Layout is nothing special but does what it has to. However, you have made the map exitable at the right side/top.  But if you leave trough that, you'll have a hard time staying within the levellimit, and it's a mean trick to get away from your opponent. Add some polys far away from there, add some deadly polys or do sth else, but don't leave it just like that. Hope you understood.

Offline Dr.Thrax

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Re: dm Aram
« Reply #2 on: January 19, 2010, 03:58:09 pm »
What do you think about this version ? (Aram2)



still no waypoints ;<
DrThrax
« Last Edit: January 19, 2010, 08:51:15 pm by Dr.Thrax »

DarkCrusade

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Re: dm Aram
« Reply #3 on: January 19, 2010, 04:09:16 pm »
See my suggestions in the attachment. More flow, better gameplay. More routes, more options. Simple as it is you had many dead ends in your map where the player needs to stop and choose an other direction.

Offline Mr. America

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Re: dm Aram
« Reply #4 on: January 19, 2010, 06:24:53 pm »
Well now that is more like I like it. Even tough you now have red spawns outside of the map. Well, who cares [ironic+]

No, really, I actually meant for you to widen the map size, like placing a random, invisible, no collide poly somewhere far right, outside of the actual map. But that's fine too. Just fix the spawns =P

And about what darkcrusade said: I think he's partially right, sometimes the movement doesn't flow right.  I wouldn't make he lower tunnel he suggested, but the higher one would not be that bad... maybe not exactly like he drew it, maybe more like with a 90° angle... Oh well it wouldn't really matter. Just might help. maybe.

Oh, and another random note: Some of those stones look like they're made to be possible to stand on top of them. Lower the scenery's Opacity some more or sth, that confused me... Whenever I tried to stand on some of the bigger ones they were just scenerys... Even unconsciously dodged them while jetting up, even tough I knew they were passable... Give it a shot =D .

Offline Keron Cyst

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Re: dm Aram
« Reply #5 on: January 19, 2010, 06:32:41 pm »
Good (v1) to better (2) to best (DarkCrusade's); are you going to put in his caves?
You have a very nice control of atmosphere and polygonal coloring. :)

Offline Dr.Thrax

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Re: dm Aram
« Reply #6 on: January 19, 2010, 08:46:54 pm »
Ok here is my updated version...
hope you like it :)




Download

drthrax


Offline As de Espada

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Re: dm Aram
« Reply #7 on: January 19, 2010, 09:09:49 pm »
blue has advantage on this map. There are an alpha spawn really low, while the 2 blue spawns are high. I suggest moving one bravo spawn lower
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Offline smiluu

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Re: dm Aram
« Reply #8 on: January 20, 2010, 02:41:08 am »

This applies to every game.
« Last Edit: January 20, 2010, 02:44:20 am by smiluu »

Offline Dr.Thrax

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Re: dm Aram
« Reply #9 on: January 20, 2010, 04:04:22 am »
smilu: you are right, never thought of that
I tried to make it the way you suggested:



Maybe I try waypointing it by myself
DrThrax

Offline biohazard

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Re: dm Aram
« Reply #10 on: January 20, 2010, 04:38:57 am »

This applies to every game.

Thats a big deal on TDM to prevent massive spawnkilling, but kinda annoying in TM survival. Btw, TMs is kinda unbalanced in lots of ways, so fuk it, balance all maps thinking on TDM/HTF.

@Dr. Thrax
I think you already figure out that those tiny-polies-bridges are kinda bugged, like mini warps(blink) or stuck in if you get boosted down.
« Last Edit: January 20, 2010, 04:43:48 am by biohazard »

Offline duz

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Re: dm Aram
« Reply #11 on: January 20, 2010, 04:54:51 pm »
Good map, bad respawns :)
I like the original respawns with a Bravo > Charlie change.
« Last Edit: January 20, 2010, 05:07:48 pm by duz »
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Offline Keron Cyst

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Re: dm Aram
« Reply #12 on: January 20, 2010, 05:41:49 pm »
Or.
You know.
You could just put player spawns only and no team spawns. Then everyone would spawn everywhere equally.

It could be difficult to waypoint the right side, what with all that open space - maybe the boulder with the Rambo bow could be as big as the rest... in any case I'm making a quick, very simplistic tutorial on waypointing. Basically position the waypoints and their actions like how you yourself would navigate the map.
« Last Edit: January 20, 2010, 05:49:48 pm by Keron Cyst »

Offline Dr.Thrax

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Re: dm Aram
« Reply #13 on: January 21, 2010, 05:56:24 am »
ok thanks for your suggestion but I'm still unsure about the spawns :D
Everyone has another meaning about team spawns. I simple didnt care in the beginning because I only play DM , not TDM, but you're right there is something to it.

and some background information: I made this map with the Laygen by Rainraider
I think its a funny alternative but as someone already said it took me a while to get an acceptable layout but it's interesting to let your map be randomly created !
(When I fist saw the article about Laygen it reminded me of the Serialism used in the music time ago where everything is predefined and then randomly pushed together)