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Forum Home > Maps & mods > ONS-SEKTOR7-PROJECT-NOKTURNE
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vk__PM
#61
Feb 23, 2011 5:29 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
foibos wrote:
It's... better? Or maybe not? I can't understand why you changed the industrial design for some ancient egyptian one (you've done the same in Sektor 8...). Perhaps "System Shock" enviroment would be better. And these stone blocks, yellow sand fog and - spaceship underground? The underground is now pretty useless while all nodes were removed from there. Also the area behind the cores is now blind too.



Better? Absolutely! Everything is better than before.

-Optimized
-Less map weight, less additional stuff to load
-Gameplay tactics; different ways to the nodes
-Link setup, placing of the nodes.
-Players on foot 50/50
-Comeback possibilities +100%
-No negative commenting(like previous version)
-Less cross-shooting, with the new corridors.

About the theme, i understand why u ask why i change it so dramaticly, well.. i like change, and for many people my maps are always to dark. Since the new theme and reseeing the sektor8, most of the people are happy and i like it to for the first time. This is the same for Sektor7, well optimized-teambased gameplay. a la Tripleslap'

The underground is useless, only the wgs nuker u can find there, and.. death. Instead i could remove it, it would be result in less map weight and more fps.
The tunnel behind the cores, are useless to, but they are no fps-dropping. (No static meshes etc) It's just to give u the vieuw the tunnel keeps going farther.

So we have 2 kind of sektor 7's The original and the 'new style' U can add the previous to, in case to let people choose.
http://BIT.ly/VKMAPDESIGN


kentaroPM
#62
Mar 12, 2011 6:57 AM
Kentaro Member - Joined: Mar 21, 2010
Posts: 205
The egyptian theme is not bad but... not complete.
Actually it's a mix between industrial and egyptian and.. it's not very realist

Some ideas to help you:
- can we imagine we are fighting in a pyramid?
- for an egyptian map, where is the sand? Could you add it on some places?
- wer're not fighting anymore in an industrial complex, show us the sky! A nice skybox would be great
-egyptian static meshes

See, for example CTF-1on1-Joust, CTF-Face3, DOM-SunTemple. I'll post soon some pictures to help you

Are some areas useless? I didn't explore the whole map but i think have seen big unoccupied spaces near the core

Anyway, the gameplay is nice

Keep up the good work !
Kent'
thomasitoPM
#63
Mar 12, 2011 8:19 AM
Thomas!to* Member - Joined: Jun 15, 2009
Posts: 221
i like kent's ideas, although the skybox is kinda bad since the pyramid doesn't really have much holes in the "roof" (a.k.a. its sides)
what about some sneaky quicksand somewhere? =D
or wholes in the ground where ppl fall through (and gotta fight their way back up since they might not be the only ones who fell down there ^^)

also, what needs to be done is to prevent the tanks to get to the node that connects both primaries. this is just outrageous.
and speaking of, when the enemy has both primaries and camps there with all the tanks (at least 2 goliaths+hellbender, often additional badgers or even paladin from their base) it is VERY hard to get the node down. eons nuke layer or another redeemer besides the one on the ground floor would help I guess, but also a grenade launcher in combination with a relic of invisibility (that should be found in base) could help out the foot soldiers.
or, even better, the anti-vehicle mine (the one that can be found on ONS-Tricky or ONS-Suspense) that shoots the drivers out of their vehicles would be a nice accessory. just some ideas.

but i really like what the map has become with all its ways and possibilities.
7/~
vk__PM
#64
Mar 12, 2011 1:53 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
First off all, thx for commenting.

I can follow u in the idea's except the skybox. Where the hell should i add that? =p

Before i add some more changes. The gameplay is a lot improved, i like my own map much more that before after strubling to find a good gameplay. That's good for now, later i will add some changes to improve it more.

Keep up commenting;)

http://BIT.ly/VKMAPDESIGN


foibosPM
#65
May 17, 2011 8:24 AM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
After excessive tweaks the map becomes the least popular Sektor, or it was already. It has lost the underground, which is cute but useless without the nodes, it has obtained upper corridors and it has lost some new vehicles. What is wrong? The map is a dagwood of spaceship underground, industial ground floor and egyptian labyrinth. Uniting the enviroments into spaceship/industry would help, also transforming the labyrinth into a simple ventilation for alternative ways to nodes, maybe unblocking the middle area which freezes the action in the most exposed place of the map. The new Tripleslap link setup with additional nodes in small halls isn't a big improvement too, the earlier versions were more interesting. Reenabling the underground would be a positive option too. It is just my opinion, of course. What do you mean?
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