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One suggestion: Make all the parts which I marked white slippery (see attached image). This would imo perfectly prevent players from camping in the middle waiting for enemies entering the circle. And could also add some sort of acceleration-effect. It is worth a try I think.
Really nice layout! Something different.
EDIT: Another suggestion which just came into my mind. I always hate it when I overlook some enemy from beta-team just because of the blue background. So by not only mirroring the layout but also the colors you wouldn't solve this problem but at least make it fair for both teams.Keep in mind that the attached image (colors.jpg) was retouched roughly with Paint.NET so thats why the color gradient looks so s**tty.(Or you could just paint the background in some greyish/yellowish color to overcome this issue...)
EDIT2: Hm...but this is too colorful - I've added another image (colors2.jpg).But maybe it's the best/easiest to just change the color-combination: so instead of the red platforms and the blue background choose completely different colors...maybe something like dm_Jungle (green, brown, etc) or maybe yellow & green or even just black & white & all greyish tones (like on the old TV-screens).
EDIT3: Damn, I can't stop. Well, this (greyshades.jpg) is the last one. But I have no idea if you can accomplish something like this in Polyworks...
I thought it was silly having red platforms that didnt kill/burn you.
All I did was a simple draw-over, no map editing.
- you should make the outer [previously red] platforms bound to a circle like my last pic. You have it all squared off and frankly it looks retarded that way.
- I like the colours you picked for the previously red areas. Everything else - not so much. The blue tinge on the inner circle looks cool though.- the middle wall for the upper and lower passages look odd to me. You have them the same colour as the inner circle polys. In my pic I made them the same colour as the map boundary itself. I think it looks better that way.
- lights look tacky, Suowarrior makes a good point.
- I drew the pupil in my pic just for a personal giggle - you dont really need it. I was just thinking of an AI controlled laser turret in the middle and it made me laugh.
Well, the pupil looks nice but now the players will think it's solid. So you should lighten it up (see my bad try in the attached image).
And make the the ground under the alpha-base red (see red arrow).
Btw: I like the colors and shading of the (formerly red) platforms very much. Looks nice.
+ possible faint scenery?
What I think you need to do is shade the outside of the map to make it look like part of a face carved out of rock. So shade in like the ridges of the eyelids, eyesocket, edge of nose/cheekbone etc so it has some depth and fades to black.
Maybe even make the pupil some wicked energy source that is harmful to touch.
looks like a anti-camp map because of the many routesAnyway gg
Oh wait, there's more. Not only can one person effectively handle one half of the map camping top, the nade placement makes it easy for the player to spam into the middle.
The whole map is so linear that each of the player spawns are great areas to spray into to the tunnels exiting the pupil area. Those tunnels are like spraying low in Nuubia's red base, but into a smaller space.
Well, it certainly looks more like an eye now.I like it even more this way, definitely want to play it.
- as a pretty efficient sniper who constantly rotates around the map, I can see a few lines that are easy pickings for me. Ive attached some examples of problematic lines of sight that I would really exploit, so you need some colliders around the place.
- maybe consider making the pupil a bullet-collider, but not a player-collider.
Lookin good! Nice work!
- I think those upper nade packs are a bit exploitable, but at the same time so are the nadepack placements in most default maps. Maybe place some on a low route to balance things out a bit.
I shall remove the grenade spawns from top and move them to inside the bases... quickest thing to do.
- drawing out these lines also shows minor flaws in your symmetry, you might want to explore that.
- waypoints?
Quote from: KYnetiK on February 18, 2011, 11:09:26 pm- as a pretty efficient sniper who constantly rotates around the map, I can see a few lines that are easy pickings for me. Ive attached some examples of problematic lines of sight that I would really exploit, so you need some colliders around the place.barret bullets don't fly straight. many of your lines are not possible or at a very very low range. and hard to actually kill someone.on the other hand: don't always condemn the snipers. the barret has the zoom-feature. trying to prevent any possiblity to use it on a map is not...fair imo. of course there should be no camping points where you can easy spawnkill the enemy from your base. but kneeling somewhere and zooming is no crime. so please don't put colliders everywhere.
Quote from: KYnetiK on February 18, 2011, 11:09:26 pm- maybe consider making the pupil a bullet-collider, but not a player-collider.then it would be really hard to kill a fleeing flagger. if not nearly impossible if you need 2-3 sec to respawn (and if you don't have any possiblity to snipe him).
@thegrandmaster: don't try to make your map the perfect map. it never will be. there is no perfect. every map has "flaws". it's about the fun, not about making it camper-proof or perfectly symmetrical or something. if you keep on removing and polishing it will be a circle in the end...
Ah, why did I delete my Soldat and Polyworks directory?