Author Topic: ls_Pittrap  (Read 2593 times)

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Offline Monsteri

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ls_Pittrap
« on: February 03, 2011, 11:30:44 am »
ls_Pittrap
By Monster
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My another ls map. a WAY easier than before one, and maybe better. (not better looks)
Feel free to comment.


(^Taht is enouf screen for ya!^)

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« Last Edit: February 25, 2011, 03:08:59 am by Monsteri »
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Offline Blacksheepboy

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Re: ls_Pittrap
« Reply #1 on: February 04, 2011, 10:53:30 am »
I'm impressed with the atmosphere from the screenshot. That looks like a believable cave.

Offline Monsteri

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Re: ls_Pittrap
« Reply #2 on: February 04, 2011, 11:21:06 am »
Thanks. I made the sceneries by myslef :)
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Offline L[0ne]R

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Re: ls_Pittrap
« Reply #3 on: February 06, 2011, 09:03:58 pm »
I liked the zombie spawns, how half of them goes uphill, another half goes jumps down the mountain, and then all merge together in the tunnel. However then things get rather straightforward - there are no good spots anywhere on the map except left side.
(Yes, that ledge above the entrance to the tunnel is RELATIVELY safe, but is still too risky. There's only enough place for 2 people at most, so the rest of your team will have to either die a stupid death, or hide in the main base. So again, players will be completely cut off from each other except in very short moments between waves.)
The tunnel itself provides absolutely no advantage against zombies. It's too short, too narrow and too curvy.
So again, the only really good spot is the main base, where there aren't that many spots either. Gameplay there is rather straightforward - spam statguns, take positions on the left side of the room and spraysprayspray into the tunnels. Other than that there aren't many options.

I think that you should completely delete that narrow curvy tunnel, and make a much longer and wider tunnel with more ledges, pits, side passages, something that would serve as a good spot for killing zombies as they go through the tunnel.


I've attached a picture with a different layout. Though now it seems like a completely different map. <_< Anyway, it's up to you what to do with the map, but I don't think it'll be much fun in the current state.

Green dots are good strategic spots for survivors, and blue lines are lines of fire from these spots. Notice how some spots are good for one thing, but bad for another. Also notice how there are pits, hills and bumps that provide some cover for the zombies. This layout is just a rough idea, it doesnt have to be exactly that way.

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Also a comment on the visuals. They're great and very atmospheric, but there's one really bad and annoying thing that you did in ls_Factory and in this map too. See 2nd picture.
« Last Edit: February 07, 2011, 01:11:16 am by L[0ne]R »

Offline Monsteri

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Re: ls_Pittrap
« Reply #4 on: February 07, 2011, 03:32:01 am »
Most my answers are in the attachment below, but here it goes: I wanted to do this a hard map, that could be actually very nice (What you suggested), but as you said, it would come to whole different map. There's not so much things to change, people just need to keep themselfs inside to survive. Noobs always stay outside, no matter how lot you tell them to come in. And when they die, they blame the bad map -.-
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then things get rather straightforward - there are no good spots anywhere on the map except left side.
That is how it's meant to be.
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take positions on the left side of the room and spraysprayspray into the tunnels. Other than that there aren't many options.
Wellwell, kinda true, but I wanted to place the action to a small place, do it very tight.
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I think that you should completely delete that narrow curvy tunnel, and make a much longer and wider tunnel with more ledges, pits, side passages, something that would serve as a good spot for killing zombies as they go through the tunnel.
Yes there could be, but I'm not going to delete the whole tunnel. And not going to make a whole another cave. I actually would do that, but this is already released and in servers, so notnot that much change. If I update these maps every day, tk sure gets really pissed off at me :P
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Green dots are good strategic spots for survivors, and blue lines are lines of fire from these spots. Notice how some spots are good for one thing, but bad for another. Also notice how there are pits, hills and bumps that provide some cover for the zombies.
Alright, in my next map there will not be boxes, instead pits, hills, and bumps.
Sorry if I'm insolent.

Offline L[0ne]R

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Re: ls_Pittrap
« Reply #5 on: February 07, 2011, 08:36:15 pm »
Most my answers are in the attachment below, but here it goes: I wanted to do this a hard map, that could be actually very nice (What you suggested), but as you said, it would come to whole different map. There's not so much things to change, people just need to keep themselfs inside to survive. Noobs always stay outside, no matter how lot you tell them to come in. And when they die, they blame the bad map -.-
Well, what confused me is that ledge above the entrance to the cave, where you can hide and zombies will jump over you, so I thought this map is meant to be played outside too. :S

Quote
take positions on the left side of the room and spraysprayspray into the tunnels. Other than that there aren't many options.
Wellwell, kinda true, but I wanted to place the action to a small place, do it very tight.
Small place is not really the problem - the problem is that players don't need to do anything but stand in the same spot and shoot. Most zombies get stuck in the pit or behind the boxes, which makes it even more boring to shoot them.

Lets compare this map to ls_Blocks. In Blocks players also camp in the same small area and shoot the same spot. But what makes it more fun is that the only thing that blocks zombies' way is a small box and sandbags, which only slows them down for a second or two. So basically you have to kill zombies FAST before they jump over the box, which makes gameplay very fun and intense. On your map they just get stuck and let you shoot them, so they aren't scary at all (unless someone throws a nade into a pit and sends zombies flying all over the room XD).
 I know you want all action to be inside that small room, but I think that room alone just doesn't offer enough fun. There needs to be more variety, more entrances for zombies, more kinds of dangers so that players often experience something new and unpredictable.

Maybe you should add a small ruined house or tower on the hill, so that players could camp outside and inside and weaken the zombies before they enter the cave.
OR
I saw that small hole in the side of a tunnel but IMHO staying there is suicide. What you could do instead is add some of such spots in the ceiling or add some extra tunnels which are harder for zombies to get into. Someone could camp in one of the tunnels or "safe spots" and weaken the zombies while they're still in tunnels. Or, for example, someone was camping outside and got hurt or lost his weapon. Cop or medic could rush into the tunnel and avoid zombies by taking different paths where there are less zombies, get outside of the cave and help his teammate.

Alright, in my next map there will not be boxes, instead pits, hills, and bumps.
Sorry, I didn't mean that you should not use them at ALL, just don't make them so hard for zombies to get through. Boxes and such should only slow zombies down for a few seconds, but not make them get stuck there for 10+ seconds. Make the boxes smaller (like in Blocks), or make zombies jump over them (like in zombcavec).


I've attached another picture to show you some of my ideas. Again, it doesn't have to be exactly like that (you might come up with something even better than me), just some general ideas: more routes for zombies, some new spots, in other words - more variety.
« Last Edit: February 07, 2011, 08:46:12 pm by L[0ne]R »

Offline Monsteri

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Re: ls_Pittrap
« Reply #6 on: February 09, 2011, 06:43:18 am »
Coming up with more things soon, but that hole is just for someone to get safe -Zombies won't find him. Then  he can 'surprise' the zombies from behind, after they are gone. Something like that I thought, and first actually it was a lot bigger. Maybe I should let it be like it was first..
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Offline Monsteri

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Re: ls_Pittrap
« Reply #7 on: February 20, 2011, 05:35:05 am »
Small update screen.
Any thoughts, improvements? Please comment ls_village too.
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Offline jettlarue

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Re: ls_Pittrap
« Reply #8 on: February 20, 2011, 06:33:32 am »
The truck looks out of place to me. Needs to be more grunge or something... atleast darker if your gonna keep it. I think the light should be a tad dimmer on the left. Really like the cave overall, reminds me of diplomatic childbirthing tubes.

Offline Monsteri

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Re: ls_Pittrap
« Reply #9 on: February 21, 2011, 12:34:06 am »
The truck really doesn't look like that in game. Here it's just ugly, I know.
...But vagins in mind?
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Offline Monsteri

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Re: ls_Pittrap
« Reply #10 on: February 25, 2011, 03:11:20 am »
Ok, now I released it then.
You can find the newer version also from original post.
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