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 Post subject: [MAP] Torn - q4dAde2
PostPosted: Tue Feb 07, 2006 9:18 am 
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Hi!

It's 1st beta of my new map. I am making it for FragArcade contest and of course I need all great ideas and suggestions to make it better and better :D.
I am especially interested in your comments about level layout and itemplacement. I think I will handle visuals myself ;).

You can download map here - Torn - q4dAde2 [172KB]

Thanks in advance!

And two screenshots:

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PostPosted: Tue Feb 07, 2006 4:45 pm 
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Cool map.. one of the few good maps ive seen that flows well without a tp.

A couple things I noticed:

1) Railgun is pretty strong in this map. You have some very long lines of sight down some of your hallways, which would make it easy to snipe from across the map. Particularly in the YA hallway, and to a lesser extent in the RA hallway.

2) The approach to MEGA from the RG side is very advantageous. All of the other approaches (jump-pad on RL side, or rocket jump) give off a sound cue, and worse, leave the opponent in the air, and very succeptible to a rail shot. And since you would already have the railgun when approaching from this side, it can be a very big advantage.

Here is a whacky suggestion.. maybe cut off the bridge to mega from rg side, so someone approaching has to jump over a gap to reach mega? I dont know, maybe this would mess up the flow too much.

3) Mega and RA are pretty close. This may not be a problem (I havent gotten to play with people yet) but it seems like if you grab mega at the right time, you can drop down and get RA and be stacked. But.. since the best approach to MEGA is from the 'weak' side of the map, maybe this works out.

Overall, very good map!

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PostPosted: Tue Feb 07, 2006 5:32 pm 
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[color=#aaddff:45d326dbf3]Will try to download it tonight and give it a look :)[/color]

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PostPosted: Thu Feb 09, 2006 9:09 am 
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Thanks!
I played it yesterday with my friend and those long straight hallways aren't so bad as it looks like ;P. Well, there are too many ways and places to hit the opponent with RG from long distance, but the bigger problem - IMO - is that I have to add more weapons :D. There will be probably another RL (don't know where I'll place it right now), maybe SG (don't know too :P) and my friend was complaining about no LG on map so... (but don't know where to put this one too ;P).
Maybe I'll use Lukins idea and remake RA hallway to new room with RA :).
We'll see.

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PostPosted: Tue Feb 21, 2006 11:34 pm 
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Beta 2 ready to download.

Changelog:
beta2:

- no RG, no NG, no HB
- second RL
- added LG and SG
- RA hallway is now RA room ;)
- other layout and item set changes
- no graphic changes

URL - Torn Beta2

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PostPosted: Thu Feb 23, 2006 4:13 pm 
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I like the changes... the mega area is much better, IMO, and I like that the RA area is now an actual room :) GJ removing rail, I think rail would dominate that map if you hadnt gotten rid of it!

- I must say however, that the RA room and the halls surrounding the YA area seem a bit flat and not very vertical. There are some changes in elevation, but rarely is there an area in these sections with two distinct levels.

-You have HB ammo in the RA room near the lg

- 2 50hp healths may be a little much for a map with a mega? Im not sure, I would have to play to find out, but you might want to think about making the one in the RA/LG area a 25hp, since you have 3 health shards in that area also.

- You have 2 mg ammo's in very close vicinity to each other - one in the mega room, and one in the RA room. Not a big deal - but maybe spread them out a bit.

Overall, good map - I love the changes.

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PostPosted: Mon Feb 27, 2006 6:57 pm 
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Final version!

Changelog:
- textures, lighting, portals
- other changes


Screenshots:

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Image

Image

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Download:
q4dade2 - Torn

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PostPosted: Mon Feb 27, 2006 7:02 pm 
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Nice, looks good!

GL @ Fragarcade!

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PostPosted: Mon Feb 27, 2006 7:54 pm 
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StormShadow wrote:
Nice, looks good!
GL @ Fragarcade!

Thanks! And good luck with the contest too! :)

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