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Author Topic: bullets(obviously) || A Generic Map Thread  (Read 1326 times)
bullets (obviously)
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« on: April 22, 2012, 03:59:22 pm »

cp_area51
My haxxy 2012 entry in maps, though the wallmask was started before the contest. Probably the second most playtested map, next to cp_floaton by wherewolf and chu. Some of the art was vaguely inspired by koth_bestmapever by Sentry and ctf_RSM by Heenok. Since I have no experience in pixel art, I can't tell if the different buildings and decorations clash or whatever.
The map is more complex than most of the popular 5cps like egypt, badlands, coldfront, floaton, with many paths between points. There's tons of little platforms and flanks, leading to problems with scout OP. The topmost route is usually the fastest, but is difficult to stay on it and not fall to the lower levels, especially between cp 4 and 5. Thanks to Wherewolf, Chu, and later Kalir for offering suggestions to fix the path balancing.


dkoth_tempest
Small dkoth map, points are very close to each other making it easier to switch between offense/defense and harder to turtle. The stack of crates in the middle tower makes it easy to lock down for the attackers, and push forward onto the point. The bottom path is faster, but riskier due to the (now smaller) deathpit, as well as the height disadvantage once  jump to the other side. The point itself doesn't have much cover, anyone on either tower surrounding it can spam downwards or jump down for an ambush. No forward spawns, but its fairly easy to hold the point if the attackers can prevent defense from getting out of the tower. The bottom path from base is somewhat spammable because it's a huge slope, and nobody bothers to use the tower to gain a height advantage. Scouts and explosive classes can use the ledge to go straight up to the tower roof, and can jump down from the tower or out the (now opened) helicopter cockpit. The map seems a bit too sniper-friendly, with at least 2 major spamlines, but I haven't had a good sniper on the map yet so I'm not sure how bad it is.

koth variant:
It looks somewhat like harvest, with crates around the point, bottom path, and a bunch of paths to the point from the surrounding towers. The helicopter cockpits are playerwalled.


ctf_echelon
Redid the intel rooms a bit, closed off the bottom exit, added slowsteps, and made the hole on the top team-only.
The bottommost ramp has an intel door at its top so carriers are forced to go over the crates
Pyro and quote can drop from the top paths onto that ramp.

Removed the tunnel closer to intel and the top scout route, to go that way you now have to pass directly over enemy spawn.
Also, I added a one-way exit on the spawn roofs, jump at the arrow and the movebox pushes you out. Hopefully this won't be too OP by helping respawns intercept the intel carrier...
I also walled off the openings in the center building because there were a bunch of spamlines.
I'll try to playtest this with a big server and see how well it does, probably next weekend.

My first serious map attempt
So I was trying to make a big map suitable for 6v6 or above (lol Jesus Is Lord 16v16) that didn't devolve into a spam/jellofest the way small maps and truefort do.
Didn't really work out that way...

I did a quick test, scout's pretty OP because of all the exploitable platforms and twisty double jumps. It's too hard to defend the intel, so I'll have to put in a crapload of chokepoints for v3...
First big match, both intels spent most of the time outside the stone room and the final score (cap limit 4) was 6-7. Drolling
Part of it was because I forgot I left the respawn time as 0, but the map is still pretty bad.

v1 had lots of cramped staircases and tunnels and was bad for laggy players. The new version looks a lot like truefort and some passages are still difficult to navigate.
Most of the art is original, the background and colors for the bases come from 2Dfort..


Ignore the stuff below, Wherewolf finished it
Since apparently there isn't a finished, working version of thundermountain, I finished/compiled wherewolf's old one...
Unfortunately, I have no experience with pixel art, so the building before the 2nd cp and blue base probably suck.
Any suggestions for improvement?


Also, a random airshot training map:
« Last Edit: August 25, 2012, 11:34:24 am by bullets (obviously) » Logged

Madness9001
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« Reply #1 on: April 22, 2012, 07:06:49 pm »

How big is trng_airshot!?
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bullets (obviously)
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« Reply #2 on: April 22, 2012, 07:50:43 pm »

A q/c roughly reaches the solly's toe...
Also, credits to whoever made the taunting and explosion sprites. I wasn't very creative in making the map
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A Shogun Named Marcus
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« Reply #3 on: April 22, 2012, 08:13:00 pm »

mrfredman made them Drolling

Maybe the explosions were made by timheotep, actually
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Chu
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« Reply #4 on: April 22, 2012, 10:40:45 pm »

the art for thundermountain looks great

but

compushwa seems to be allergic to stripes
« Last Edit: April 22, 2012, 10:41:12 pm by Chu » Logged

Click links.
Waterfall
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« Reply #5 on: April 22, 2012, 10:53:38 pm »

The light shading under the middle building makes it look like it's balancing on a small hill
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bullets (obviously)
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« Reply #6 on: April 23, 2012, 05:38:28 pm »

oh.. sorry I didn't clarify in the OP, but most of the credit for the art goes to Wherewolf, Watson, and dead members I'm probably leaving out..

kk


I put the bg from Watson's onto the wallmask version that Boner currently hosts, and modified/filled out the missing parts. I'm not very good at this yet...

I can fix the parts you mentioned, but it'll probably have to wait until after AP exams in the next few weeks.
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bullets (obviously)
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« Reply #7 on: May 10, 2012, 11:50:40 pm »

bump for OP update
see ctf_echelon
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CrazNoDale
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« Reply #8 on: May 11, 2012, 05:19:29 am »

bump for OP update
see ctf_echelon
Wow looks good. I will host it for playtest sometime in the future
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Phantom Brave
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Another one --


WWW
« Reply #9 on: May 12, 2012, 07:54:18 am »

You simply have too many extra flanks for scouts to not be OP. You have the right idea with adding more chokes, but taking out some routes entirely might be a good idea.
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bullets (obviously)
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« Reply #10 on: May 16, 2012, 11:53:50 pm »

Bumped again, dkoth stuff

You simply have too many extra flanks for scouts to not be OP. You have the right idea with adding more chokes, but taking out some routes entirely might be a good idea.

So I narrowed the paths to 1 above and 1 (+ tunnel entrance) below enemy spawn, which will hopefully be where most of defense takes place.
The intel room is easy to enter but not exit, and there's a bunch of chokepoints near the stack of crates.
I'm not sure if the scout path to the platforms above the courtyard is still OP, without an easy way for non-scout defenders to reach it. The jump from the low big ramp to the one above it is 18 pixels, should I just close it off from scouts entirely?
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CrazNoDale
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« Reply #11 on: May 17, 2012, 10:37:15 pm »

This is some nice art. Up for a playtest tomorrow?
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Phantom Brave
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Another one --


WWW
« Reply #12 on: May 18, 2012, 12:46:11 pm »

The problem with the middle region of your dkoth map is that there's no proper chokepoint.
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CrazNoDale
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« Reply #13 on: May 18, 2012, 01:53:42 pm »

I'm a really big fan of the Echelon art, it is fantastic. And the map is really great to play on as well. But there is one problem with Echelon though. It is kind of jello friendly, the intel base has to be closed up a little and it needs good sentry placement locations, their are none at the moment.

Right now I can't think of anything, but you should change the intel room around a bit. Oh and close off the top of the intel room, that is so damn easy to abuse and so damn hard to defend against.
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bullets (obviously)
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« Reply #14 on: May 19, 2012, 11:59:37 pm »

Updated, now only two paths out of the intel room and they're both fairly long.
I'm hoping that this get more non-scouts to use the top paths, both over the intel/courtyards and over mid.
A minor problem with the new quote/pyro hole, noobish 6px classes jam themselves in there and get confused...
I'll fix that and upload tomorrow morning because my internet will be cut off in about 2 minutes.
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