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Author Topic: Novas Map-o-rium | Taking requests  (Read 13969 times)

Nova

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Re: Novas Map Collection
« Reply #60 on: May 13, 2013, 07:53:48 am »

>not being fool member

That's being banned.
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Nova

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Re: Novas Map Collection
« Reply #61 on: May 13, 2013, 11:11:18 am »

Overhaul finished:



Ill just name it cp_base and "overwrite" george.
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21Dan

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Re: Novas Map Collection
« Reply #62 on: May 13, 2013, 11:13:25 am »


I miss Tarzan..
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Nova

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Re: Novas Map Collection
« Reply #63 on: May 25, 2013, 06:31:27 pm »

Next I'm gonna make a gen_ map with the Generator hanging above a cliff. Not usually a good place for generators to generate whatever but heh.

EDIT: I actually still have a ctf_soclose ripoff lying around, unable to be uploaded.
« Last Edit: May 25, 2013, 06:46:37 pm by Nova »
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Nova

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Re: Novas Map Collection
« Reply #64 on: May 29, 2013, 12:10:21 am »

Well I'm working at my haxxy entries atm, so have a ctf_soclose+ctf_iron mixture. Also fixed a bug on koth_nova.



Also, take a arena_contra retex.
(click to show/hide)
« Last Edit: May 29, 2013, 12:14:37 am by Nova »
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Tornadoblitz

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Re: Novas Map Collection
« Reply #65 on: May 29, 2013, 12:45:19 am »

 Icy told me about entering Bluefish for the Haxxies. As a mapmaker yourself, do you think I could have a chance at, whatever the Haxxies is? Or is Special Delviery not a choice for the gamemode?
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21Dan

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Re: Novas Map Collection
« Reply #66 on: May 29, 2013, 06:47:00 am »

Enter with your best map for the Haxxies.
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Nova

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Re: Novas Map Collection
« Reply #67 on: May 29, 2013, 07:04:24 am »

Enter with your best map for the Haxxies.

I'm working on it.  :z6:

Edit: So my haxxy map is more or less done but I'll wait for the haxxies to happen before uploading it.
Also I worked on another map, which also has to do with haxxies so yeah.
Now I'll either make "remixes" (I hate that word) of maps like truefort or create a map with a plane feat. motherfucking snakes first.
« Last Edit: May 30, 2013, 05:02:15 pm by Nova »
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Nova

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Re: Novas Map-o-rium | Taking requests
« Reply #68 on: June 23, 2013, 02:53:32 am »

Coud someone give criticism for the maps?
In particulaer cp_gallery and koth_nova.
« Last Edit: June 23, 2013, 09:46:43 am by Nova »
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Dumbledank

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Re: Novas Map-o-rium | Taking requests
« Reply #69 on: June 23, 2013, 08:39:50 am »

Coud someone goce criticism for the maps?
In particulaer cp_gallery and koth_nova.

Sure.

For koth_nova I suggest you remove the overhang in front of the spawn doors, because of it I can actually pass through enemy team doors as a Heavy. (I found this weeks ago but it was too funny breaking into spawn rooms for me to flag it as a map bug :hehe:)



As for gallery, I think it's a pretty good map; though I've never actually seen anybody take the lowest route. Ever. Maybe if you made the lower route more interesting then players might use it as a flanking route but as of now people only seem to use the path that goes above mid for this.
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Nova

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Re: Novas Map-o-rium | Taking requests
« Reply #70 on: June 23, 2013, 09:46:29 am »

Eh, I like overhangs over spamrooms so I'll just make the door-entities higher.  :z5:
But more importantly, poeple said engi, snipps and scout are too OP, how can I make that better?

Also, I don't know how to get people to use the lowest route on gallery.
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Dumbledank

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Re: Novas Map-o-rium | Taking requests
« Reply #71 on: June 23, 2013, 10:46:16 am »

But more importantly, poeple said engi, snipps and scout are too OP, how can I make that better?

I've fiddled around with some elements of the map and have come up with this:

(click to show/hide)

The Engineer problem is caused by the sight lines that sentries have when near or on the cap, to counter this I lowered the beam to the cap and made the entire cap floor a player wall so you can't put a sentry on it. These changes should significantly nerf the sentry guns power at the cap and in general it should balance out the whole height advantage problem for players being assaulted while on the cap.

The Sniper problem was caused by that huge sight line provided by the window, to counter this problem I removed the window and gave the sniper a less powerful perch, he can still fire onto the cap but can no longer be a nuisance to people on the other side of it.

The Scout problem was caused by players on the roof of mid being stupidly hard to hit with anything other than a rifle,to counter this I made the roof over the cap a player wall making it easier for players to hit Scouts on top of the point. Because of the lowered beam I also edited the sides of the roof to ensure the jump up there is still possible, this also helps with the sniper problem as the wall cuts off his ability to shoot at players on the opposing side of the cap.

Whaddya think of the changes?
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Nova

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Re: Novas Map-o-rium | Taking requests
« Reply #72 on: June 23, 2013, 10:58:13 am »

Snipers can still stand on the crate next to the building and spam away sadly. Also the roof-access won't give them big problems but make them harder to reach.

The roof-antiscout idea is good. I might just "divide" the roof like on coldfront tho.

EDIT: I'll change the wm on your version and test it sometime, most likely today but this is gg2 forums.
« Last Edit: June 24, 2013, 12:41:34 am by Nova »
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Nova

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Re: Novas Map-o-rium | Taking requests
« Reply #73 on: June 25, 2013, 10:44:39 am »



The new koth_nova:

-1 more badass epic super box
-2 bad looking barrels
-Mid-ground now goes up instead of down
-Changed the platforms to the point, so the defenders can't go up there as easily
-Divided the roof
-Made that little part of grass near the spawn easier to jump to
-Hopefully made Meow unable to get in the spawn nope
-Made it impossible to jump from the bottom boxes up to the point  :z8: fixed
« Last Edit: June 25, 2013, 11:06:15 am by Nova »
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Dumbledank

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Re: Novas Map-o-rium | Taking requests
« Reply #74 on: June 25, 2013, 11:02:15 am »

(click to show/hide)

Lol
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