Tremulous Forum
Media => Map Releases => Topic started by: Firstinaction on February 06, 2011, 06:39:22 am
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Rivet storage complex
beta 2
Radio
CHCCHCHCHC "There coming through" CHHCHCHCCHCH "There coming through" CHCHCCHCH (Radio breaking)-_-
CHCCHCHHC "Earthquake" "Earthquake I think" CHACHCHHCC "Flood room infested" CHHCHCC "The Flood room is over taken by"CHCHCHHC...
Beta 2 release of Rivet...
Feedback is much appreciated!!!!
Beta-1 http://dl.dropbox.com/u/20463238/map-rivet.pk3
Beta-2 http://dl.dropbox.com/u/20463238/map-rivet-b2.pk3
I added another room in the back of the alien base that leaves the base and enters the human base at an easier advantage for the aliens. But the Humans still have a very biased area to attack. With much details to hide behind, dodging Goon barbs and human weaponry... Much details have been added like the storage semi truck with a trailer that fits down the human hallway... You can even jump on top of it by climbing on the front and making your way to the top with ease. There is an hidden Red box somewhere around the map, so you might want a jet pack to get to it...
"Easter egg hunt"
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It's a cool looking map.
Although it does seem to be very biased to humans.
The layout seems interesting without being too complex, nor too big or small -although some parts are obviously very cramped (intentionally I guess), and the floor of the default human base seems pretty unfriendly for Tyrants.
At HS2, the human base could be moved up to the tubes becoming very hard to attack as anything but an advanced marauder.
I assume both teams are meant to move their bases 'up' to some degree, but it seems like the humans have been given more places to build near their default.
The alien base has little in the way of protection (no doors that open/close) nearby, and the alien base is in a big long room, which could allow campers to sneak in along the back wall. The default OM placement seems to leave it too exposed, even with the cade and tube protecting it.
I would suggest using a nicer or custom texture for the gigantic slow door near hbase, as it seems very bland.
The middle room (the one with the computer display thingy (could also use a custom texture) and the ramp that goes back up into top part of hbase) seems kind of plain compared to the other rooms, maybe it's the lighting- there seems to be lots of light sources but no appropriate 'light fixture' nearby
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Okay, I have to say: It is what I expected.
You have a quite good design (details, etc.). There are not many areas that need improvement. And none of them is too important.
The real weak point is gameplay:
- There is basically just one way connecting the bases. There should always be at least two. There is no way to outmaneuver the enemy. I think, for example, humans could build a base in the storage room 2 and block the only door leading to the alien base.
- Tyrants get stuck in the corridor leading to human base from above. You should seriously do something about that.
- I am not sure about the bases: Tyrants can't reach the back of the humanbase while the alienbase looks like an ideal breedingground for jettards to me. I can't judge that, however, without playing.
Design-wise, the map is, as mentioned, quite ok, but there is still the one or other flaw:
- The doors: Doors offer much room for creativity, however yours are quite strange: The one near the human base got a, in my opinion, quite improper texture. It is also quite thin. No offence, but the door in storage room is really bad: It clips in the floor and you can get stuck in it, getting killed. It also doesn't really look like a door, more like a random block.
- The screen-texture in the storage 2 is placed wrong.
- You should use some clip around the map. It can really make moving around more comfortable, especially while wallwalking
Now, after all that criticism, time to point out the good things :):
- It's a nice improvement from your previous map. You learned from some of your mistakes.
- I really like the "big and empty" feeling of the flood room. Very well done.
- The "destroyed" human base looks quite nice and the room in front of it also looks awesome.
- I think you really can make good maps, however, you should focus a bit more on gameplay.
Edit: Just checked the .map-file, near the human base there are some plates on the ground you should set to detail.
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+Pros
- Not too big, not too small
-Cons
- Many places that tyrants can't get in
- Only one alien entrance (?)
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Uploaded to R Funserver CZ and R Unlimited CZ 1.2.
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OK thanks for the replies. I will start (beta 2) as soon as through the week. I will add another hallway entering the alien base and more areas that are not open...
For alien base is a little open and dretches can easily be shot down. Humans are pretty biased I see.
THanks rotacak for uploading my map to your server. That gives me power to see people playing on my map. Woot woot LOL...
I will now go find that server...
But any ideas too what should I put in the alien base to not make it open or where to put that extra hallway. for two entrances...
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Hmmm, I don't know where to add another way. Maybe you could use the big pipe leading from the floodroom to the east somehow.
As for the alien base: I had the following idea. You could add a half-open gate at the big entrance and a door at the upper one (see attachment; i also placed some of those blocks below, for further cover). Just a suggestion.
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Nicely done map again.
I have same feelings like cron has. And same critics like Xedoh has. And nothing new to add. :-\
But any ideas too what should I put in the alien base to not make it open or where to put that extra hallway. for two entrances...
Area is quite big. You could, with little improvising, a small control room or area. Or some similar. And you can add extra room with two halls, connecting to bases. But just my opinion.
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Oh, and nice to share .map file. :)
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Oh, and nice to share .map file. :)
:D
Nice looking map. You are improving quite a lot. ;)
One nitpick is that you use too many textures of the same gray shade, but that does add to the theme. You could also do with a tad bit more lighting.
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OK finally Beta 2 released. Look at the top for more details... Feedback on Beta 2 is much appreciated. This is my second map too release so I am working my way to actually release this to the Official U.S server... Feedback on Beta 2 is much appreciated
http://dl.dropbox.com/u/20463238/map-rivet-b2.
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BIG MISTAKE: You should not only rename the pk3-file to "_b2", but also the .bsp file (not to forget the string in the .arena file). Otherwise, you have to delete the old version to play the new one.
I have to admit, I'm kinda disappointed by the new release.
- The new areas are often lacking detail. Some of them (corridor from human base) even have no visible lightsources (light coming out of nowhere!)
- The truck itself is cool. I cannot make things like that myself (whenever I try making a vehicle, it sucks). I am, however, not sure about the placement: It makes the corridor smaller, meaning that large aliens become even more blocked. Also (,from a realistic point of view,) there is no way the truck got in the station (no big door, etc.)
- I am not sure about the new stair in the storage room 2. I liked the ramp that was there in b1 more. The corridor above is still too small for tyrants.
But don't let you be put off by my criticism. Nobody is perfect ;). The new way connecting the bases already is a great step in the right direction.
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How can I add this map to the official U.s Server. Who can do it?? Beta 2 PLz
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You can't, dev can.
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You can't, dev can.
UH yea I know that. But whom do I ask?
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You can't, dev can.
UH yea I know that. But whom do I ask?
A dev?
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This is now in the map repo
http://downloads.mercenariesguild.net/maps/map-rivet-b2.pk3
We started to make this votable on the official servers, but I just don't think it would go well because of:
a) tyrants cannot reach the back of the H base at all
b) an H base in Storage Room 2, which they can move to quickly and easily, will be very tough to break because tyrants can only attack from one direction that is down a long hallway that will be covered with defenses. I think either rants need to be able to attack from both directions, or that little side room to conveniently place a reac in shouldn't be there.
It looks like a great start at a map, and if you address these even partly we'll happily give it a try.
This is not a dealbreaker but I noticed it anyway:
There's some noclip visible through a hole on your left as you exit the human default base.
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OK well thanks though... at first Rants were not meant to go above the human base making them have one rout to rampage through...
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I like that there are still map creators out there. It is a good map. Why is it that most maps were made 2 or 3 years ago and are not that popular anymore?
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I like that there are still map creators out there. It is a good map. Why is it that most maps were made 2 or 3 years ago and are not that popular anymore?
UMMMMM good question... Like especially Pulse