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Author Topic: [Maps] - [Heenok] - [ctf_conflict2]  (Read 19274 times)

Heenok

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[Maps] - [Heenok] - [ctf_conflict2]
« on: August 16, 2013, 03:32:20 am »

CONFLICT1 IS A SHIT SO I MADE CONFLICT2!!!!!!1
the end


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since i am lazy instead of creating a new map i choose to emulate conflict!
i started by identifying which elements made conflict #BASED, the 2 important things that i noted were the pathing which allow offensive players to keep a good map control without using a big choke point like in noir or RSM, the second thing which i think should apply to every map made is simply a good map layout that don't make the players struggle to move around (i.e. no important jump at the end of a narrow hallway where you only have 1 mappixel to jump nor jump that you need to make to progress but force you to hug obstacles and make you lose all your momentum)
so i prototyped
after a couple of hours i had:

since i didn't really thought that much about what i was doing it had obvious flaws such as allowing scouts to move freely between the path without asking them to sacrifice anything
then i proceed to reiterate on the parts i didn't like until i got what i am submitting




here a quick highlight to exhibit the similarities with conflict_pro


for the art i took some stuff from conflict_pro, valley and granary, the background is form a file named skygorge in my asset collection, i tried to explicit the difference between what is solid and what isn't with my choice of colours but i am still waiting on feedback, as usual if someone more talented than me want to try improving the art i don't mind or simply recolour it in the right way (koth_jarvest).

even if the contest motivated me to finish this map, i am still interested in improving and tweaking the map over time so i would be pleased if you could provide feedback if you played on it in the last week.
ctf_mlg_reverseshark_conflict2_pro
http://youtu.be/0ugqdZsWCIo
http://youtu.be/0ugqdZsWCIo
http://youtu.be/0ugqdZsWCIo
« Last Edit: September 27, 2013, 09:51:11 pm by Heenok »
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Derpduck

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Re: swag me the fuck out
« Reply #1 on: August 16, 2013, 03:51:03 am »

Is the intel on the platform above the spawns (looks like a ctf map).
What are the dotted lines for and why is the BG and WM different at the middle?
Looks pretty nice overall, but I feel the bottom route would go largely unused because it takes much longer.
« Last Edit: August 16, 2013, 03:51:43 am by Derpduck [LORD] »
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bullets (obviously)

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Re: swag me the fuck out
« Reply #2 on: August 16, 2013, 07:31:59 am »

You are right about the intels IIRC
Dotted lines are literally dotted lines in the wallmask, no idea why he put them in place of playerfloors. Mebbe to make things easier for demomen

Both versions look like flattened versions of conflict, with better bottom routes and intel floors. The mids are both questionable, awkward corners and jumps especially on the lower one. I like the one-way towers on the top one since you can hide behind them, but there's a sightline directly to spawn.
Also sightline from spawn entrance to mid.

The zigzag path under the dotted lines may be awkward to navigate.
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Derpduck

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Re: swag me the fuck out
« Reply #3 on: August 16, 2013, 06:06:02 pm »

The sightlines on this map are pretty insignificant and don't need to be fixed imo.

Heenok

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Re: swag me the fuck out
« Reply #4 on: August 16, 2013, 08:17:27 pm »



(the dark grey parts are going to be solid)

tuned down some sightlines
the grid prevent sentry drop from the top and mitigate most of the damage but still allow a small amount of "communication" between the two paths
i think i'll go with this version of the middle since the space control is more interesting then the "hot spot" around the triangle thing

i'm still interested in hearing more feedback i'll start sampling art from other map in a couple of days i should be able to finish before the deadline
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iLegend

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Re: swag me the fuck out
« Reply #5 on: August 16, 2013, 10:23:14 pm »

here's my two cents. or a little more.

I recall playing a version on this map somewhere. May have been your server?

Anyway it was a great map. Well balanced.

I got a bit annoyed because as scout it was easy to rush from behind, but that might've just been the lack of defense on my team while I played on it. It's just that you had to walk through that hallway thing to drop down if a scout tried to rush you by taking the intel, and tunneling down the bottom path. Also, I remember once it got to the bottom path it was pretty easy to jello it out, and if you managed to fend it off, it took way too long to get back to intel, and there was usually a scout waiting there for the timer to run out.

I played sniper for the most part, it wasn't too annoying, wasn't too easy, I really like the terrain design. Required decent skill and there were no cheap shots or easy camping spots that people could exploit.
As solly I like the short hallways, but no long passageways that made it too easy.
Heavy works great as defense, but can't really go offense in this map. Didn't bother me much.
Huge advantage when I played scout, besides for the middle, all of the terrain kinda favors the scout.

Agree with your choice, the other middle version was a little too bottlenecky.

All in all, swag you the fuck out. Great map. :c1:
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<SecretMan> do i put BotAim.gml in plugins folder?
i hear los angeles is pretty good for casual sex with minors

RainbowDash12321

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Re: swag me the fuck out
« Reply #6 on: August 18, 2013, 05:13:15 pm »

is this gonna be a  :x3: map or a  :c6: :dispenser: :x9: map? (the dispenser ment to be a generator)
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Phantom Brave

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Re: swag me the fuck out
« Reply #7 on: August 18, 2013, 05:34:42 pm »

Is this conflict


because it looks just like conflict
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http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

iLegend

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Re: swag me the fuck out
« Reply #8 on: August 18, 2013, 10:23:52 pm »

is this gonna be a  :x3: map or a  :c6: :dispenser: :x9: map? (the dispenser ment to be a generator)
it was :x3:
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<SecretMan> do i put BotAim.gml in plugins folder?
i hear los angeles is pretty good for casual sex with minors

Heenok

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Re: swag me the fuck out
« Reply #9 on: August 18, 2013, 11:27:01 pm »

Is this conflict


because it looks just like conflict
http://www.ganggarrison.com/forums/index.php?topic=33988.0
it was the only suggestion that wasn't art-based or autistimal ( ͡ ͜ʖ ͡)( ͡ ͜ʖ ͡)( ͡ ͜ʖ ͡)( ͡ ͜ʖ ͡)( ͡ ͜ʖ ͡)( ͡ ͜ʖ ͡)( ͡ ͜ʖ ͡)( ͡ ͜ʖ ͡)( ͡ ͜ʖ ͡)( ͡ ͜ʖ ͡)( ͡ ͜ʖ ͡)( ͡ ͜ʖ ͡)( ͡ ͜ʖ ͡)( ͡ ͜ʖ ͡)( ͡ ͜ʖ ͡)


i have no idea what i'm doin'  \_(ツ)_/
ctf_fonflict2 ?!?!?!?
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Phantom Brave

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Re: swag me the fuck out
« Reply #10 on: August 18, 2013, 11:33:07 pm »

omg i knew it!!!
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http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Nova

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Re: swag me the fuck out
« Reply #11 on: August 19, 2013, 02:15:16 am »

I actually wanted a map where you fight in a spaceship.  :z7:
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Phantom Brave

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Re: swag me the fuck out
« Reply #12 on: August 19, 2013, 09:01:55 pm »

i don't see it!!!
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http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Jack Dalton

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Re: swag me the fuck out
« Reply #13 on: August 19, 2013, 10:47:03 pm »

ramps and spawn doors don't mix
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Heenok

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ctf_konflict2
« Reply #14 on: August 26, 2013, 03:20:11 pm »

ramps and spawn doors don't mix
it's seems to be unrelated, if you can push yourself hard enough in a door there is some magic that happens that will teleport you until you're no longer stuck (tested with 8 doors width) (maybe we could go back to an older collision code or have different kind of spawn door that push you in a predetermined direction and you would simply need to place to correct door entity such that its direction is opposed to the spawn~)


i've tried to improve my art over my previous maps and and not sample too much, if you've played the map previously and had difficulty quickly identifying the wallmask through the background (tarzaneffect) i would appreciate if you could tell me where it happened

if i can get more data on 5v5~7v7 i'll maybe consider moving the intel zone further away from the spawn to make in easier to defend while conserving a similar layout

i guess i've got 1 day left to write some bullshit explanations about my design intents and find a name for the map, can i really name it ctf_conflict2 ??!1?

*mapiscompiled
« Last Edit: August 26, 2013, 04:10:39 pm by Heenok »
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