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Forum Home > Maps & mods > ONS-SEKTOR7-PROJECT-NOKTURNE
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foibosPM
#51
Jan 29, 2011 10:44 AM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
The link setup is hard to understand for me, something more intuitive might be better. The second issue is a low framerate in corridors. Why it cannot be smooth like the Gunshop, where is no fog at all? The map is fine anyway, I like the visuals.
vk__PM
#52
Jan 29, 2011 11:14 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
I give u 2 reasons why=)

1. Gunshop is a map in ' U ' design, u can't see the enemy base. So u can use the U for placing zone portals, on each side wich result in high framerate.

2. The map has no special effects, less nodes, less vehicles, less static meshes.


I think i can give it a better fps with distance fog, but it's not that "ooh' feeling anymore. I'l check it out soon.


Terrain editor is bugged again...
http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Jan 29, 2011 11:28 AM
vk__PM
#53
Feb 18, 2011 6:31 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Hello again,

I created a new version of this with stable fps. Other link setup, less nodes and 90 degrees rotated mipmap.

Removed some corridors, used vehicle transporters instead.
FPS seriously increased from 40 to 60 fps.
Map weight decreased by 5Mb's
Ion Tank removed.
Use of distancefog.
And other thing wich i can't remember.

Enjoy
http://BIT.ly/VKMAPDESIGN


foibosPM
#54
Feb 18, 2011 9:38 AM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
Uploaded, thank you. Logs: http://sharetext.org/JUT
vk__PM
#55
Feb 19, 2011 8:58 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
New version, i was still not satisfied with current version.

So watch online the new version with alot of things changed!
With new theme/textures. Total conversion
http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Feb 19, 2011 9:56 AM
vk__PM
#56
Feb 20, 2011 9:44 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
New update, from playing previous version. Some tactical things are better now.
http://BIT.ly/VKMAPDESIGN


pegasus_PM
#57
Feb 20, 2011 12:57 PM
Non-member Joined: Jun 20, 2009
Posts: 234
I decided to stop commenting on this map's development because, unlike S8, I've felt this one has been headed the wrong way for a while and its peak is now over 40 days in the past. Below are a the reasons why this version and several others before it, I feel, are problematic:


- S7 is made up almost entirely out of corridors; only exceptions are middle top node and the core areas. Corridor gameplay with hitscans and/or vehicles means two things: very little cover and lots of spam, which is what we've always gotten from this map. The various st.meshes that block the view have often been more annoying than helpful to this as well (less freedom for peds to dodge stronger attacks).

- Corridors-only gameplay is bad, but unevenly distributed it's even worse; all 3 "ground" floor corridors used to be equally important because they all had nodes to fight for. You could win or lose a match based on how much your team focused on those nodes. Sometimes that would even turn into a sorta mini-tournament where ppl would spawn at either end and rush these corridors to gain ground towards the enemy's base. The spread out action would also hold for pedestrians and vecs in a way that the chances of achieving something without constantly getting slaughtered by heavier enemy forces (tanks with big radius/damage weaps, that is) was good enough. Add the Ammo relic on top of that and the peds stood almost as good a chance to prevail as their vec enemies did.
By moving the lateral corridors' nodes away and hiding them behind those grates which you can only fire but not pass through (ion spam favourite now), there's almost no point to their existence and now all of the action is funneled at the main passageway where peds will typically die in seconds. So, now the lateral corridors are of secondary importance at best (so you're actually now utilizing less of your map's space than before), also made evident by standing in one and looking away from the enemy's side; there's absolutely nothing to do/go/see there, only darkness. This just sends the message the mapper didn't think very hard about what to do with that space and he's just wasting it for no reason (same as those two alcoves near each supershield primary node; what's their purpose?).

- As briefly stated above, quite a few areas of S7 are dark. Combined with the map's corridors-heavy combat, this puts players at a disadvantage and reduces gameplay quality; few things are more annoying than not being able to see who's shooting you at close range.

- While I do enjoy maps with some "depth" to them, ground floor's action distribution aside, the lower "decks" are also made up entirely out of corridors in terms of fighting space. With the addition of the second node down there and all the straight, boring, dark pathways that lead to them, that just took a bad architectural approach and made it worse.

- Oh, and now thee's also helis. And, boy, are those helis ever annoying and pointless. At the expense of the map leaving behind an even bigger file and memory trail of necessary resources, we now have impressively looking vehicles that will explode the moment their pilot looks at a nearby surface funny. Among the most fundamental of mappers' practices is knowing what you add to your maps and what its gameplay value is. I really don't know why you thought those helis were worth the trouble (for you to find and add) or the suffering (for the rest of us to try to use and die by). At any rate, as soon as S7 began having 2 bottom nodes and flyers there, it became evident the whole point was to try and tack on some dogfight gameplay around them so that vast space wouldn't remain as unused and uninteresting as before. Problem is, aerial combat either is or isn't one of your map's attributes because it plays a very strategic role in combat. You can't just have indoors ped and vec combat and then go, "there, now you also have a big box below to play with your fly toys"; it will feel artificial as an afterthought and that's what's happening here ATM. Occasionally, even, some of the flyers will "spill up" on decks above since raptors can actually move around without the fear of random, spontaneous exploding and then what happens? They get chewed up by almost everything else because they have very little space to maneuver, that's what.

- One last point about the lower deck's design: you've now added portals that can also teleport vecs. While that's helpful, the way and the directions the entrances and exits are set up with seems weird, confusing and, in the case of those helis, flat out suicidal; try it. Some tidying up of which ones can or cannot be used both ways is needed here too. Also, one of the peds' teleporters is still buggy and doesn't do anything upon touching its glowing mesh. I know the map has always had teleporters exactly because you realized going through those long, unlit corridors is boring and this made me question why you designed that floor that way even more. Finally, that arbalest spawning in the middle of that platform has got to be the most impractically placed vehicle factory I've ever come across as an ONS player (probably holds the record for farthest spawning from a node vec too). Why?

- Above ground floor, the situation is pretty much the same: long, unlit corridors to get to the middle node. The node itself now holds no importance (countdown element removed as unceremoniously as it was added before) and even its teleport to the U.dmg amp (where the fan blades oddly won't kill you if you touch 'em :s) is rendered moot by giving players one just before they jump through those laser grid openings! Also, while those shafts would be of great use as a means for a sneak rush to the enemy core, the absence of a simple jumppad to let on up there prevents this! Lastly, the ion that used to spawn up there always had problems going through the laser grid doors towards the lower 2 nodes.

- To sum up my impressions from all the map's floors, the constant "architectural/design flux" business you've got going with S7 in the past 50 days merely tells ppl that you either didn't have a clear idea of what you wanted S7 to be in the first place or that you realized that the original concept didn't work but you still wanted to salvage the time you put into the map instead of starting over from scratch to make something better. To be honest here, neither scenario appeals to me much :/.

- Vehicle loadouts seem to be scaled back lately, but now we're also having to fight the dreadful many custom packs hydra even more. I could list all the files now necessary to play this map and the total memory required once it loads, but what's the gameplay benefit from this? Two more files in the last version for a grey minigun scorp? Will it somehow change the gameplay in any way? Personally, I have my doubts.

- As I mentioned earlier, the Ammo relic was among the most useful ones, so let's get a bit more into the current relics situation. First off, I've already mentioned this issue, but it seems to persist, so I might as well persist in repeating it: if you're not gonna use your pickup bases to spawn random relics each time and they're constantly the same, use their proper textures. If there's some kind of bug that prevents them from retaining the correct textures after their first spawn (might just be an incorrect precaching statement), plz write it in detail and ask for help here or anywhere else you think you might get it. Correct texture relics are better than '?' texture relics, so I hope it isn't a disagreement of ideology that's been prompting you to use the '?' ones in all the recent versions.
Back on the relics' variety, the recent versions of all your relic using maps (S7, Playground) seem to consistently point towards a desire to include them (because they look "cool"?), but only the more nerfed and useless ones. Why have you removed the Ammo relic (which doubles the weaps' fire rate)? Why haven't you used the Strength relic (which doubles the weaps' damage)? Why stash the better ones in less visited places and promote others whose effects are as boring and pointless as simply slowly restoring health/armour or just letting ppl jump higher (yeah, that's totally gonna save you in a 1-on-1 fight...)? I don't think I ever heard anyone clamoring for such "help" when they're pitted against ions, railguns, badgers and so on. Do you find the double firerate/damage to be too much of an advantage against the aforementioned vecs or something? Because if so, it only serves to demonstrate a clear bias towards vehicle-centric gameplay which totally screws peds and is therefore, iMO, utter bullshit (I'd rather the maps had no relics at all than to be mocked this way as a player). If you've made these changes without so much thought (by accident?), on the other hand, I'd like to urge you to seriously reconsider your choices and give back to the peds some much deserved boost against their custom, overpowered opposition. To sum up: stronger and more varied/exotic relics beats timid, lukewarm relics. Strength, Ammo, Speed, invisibility, radiation, vampirism (does that properly reward damage in net play though?), vengeance, etc. are better than health, armour, agility, translocation and that shitty infancy relic. Prioritize and use the best ones or don't bother at all.

- Why does this map need a subtitle and why is that "Project Nokturne"? Why not "Nocturne" and, while I'm at it, why not "Nocturnal" which is the only one that'd make sense grammatically? Even so, where in the map's theme/architecture is this nocturnal project you're talking about made evident? In your mind alone? Why is the map's name in all capitals? Why are all your maps capitalized as well? What makes this a practice worth adhering to? So many questions...


I hope it's obvious now why I've grown to like S8 more.
Eyes in the skies.
crusha_k_roolPM
#58
Feb 20, 2011 7:07 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Maybe VK tries to pay some patriot tribute to Germany for whatever reason by calling it Sektor and not Sector and Nokturne instead of Nocturne and creating a map with the Reichstag.

I settled with the capitalization and it's not much of a point unless you are already in a critique-spree and want to push your argumentation with yet another point.


As far as I remember was the "Nokturne Project" the initial center of the map that caused damage to the Power Cores when being held for some time, but that godfather of the map's name was then removed for playability reasons.
Of course there is nothing nocturnal about that thing but how would it have sounded to call it "Project Wormbo"?
vk__PM
#59
Feb 21, 2011 5:42 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
crusha_k_rool wrote:
Maybe VK tries to pay some patriot tribute to Germany for whatever reason by calling it Sektor and not Sector and Nokturne instead of Nocturne and creating a map with the Reichstag.

I settled with the capitalization and it's not much of a point unless you are already in a critique-spree and want to push your argumentation with yet another point.


As far as I remember was the "Nokturne Project" the initial center of the map that caused damage to the Power Cores when being held for some time, but that godfather of the map's name was then removed for playability reasons.
Of course there is nothing nocturnal about that thing but how would it have sounded to call it "Project Wormbo"?



They reason why i choosed a k instead of the C is because i don't wanted to be sound to english, in my language, german they are written with a k.

Project Nokturne, like Crusha says was original the center node, the name itself u can say it like: No-turne back Nokturns me up.

But hey, thanks for all ur critism, i know u will always find something, but what should i be without u? The smallest things, wich i forgot and placed back in the fridge are now explaned and detailed. Only i miss coordinates =)

I am still busy working, still not satisfied yet. (Like sektor8, wich i find fun to play now, before not)

PS:
U should write a book with explaining ur perfect map design.


Edit:

I'm getting far in Sektor7 map design for now, it will be a total different expierience, almost done after hours of editing. Peg, u will be happy with the changes.


Edit:

I am ready after 10 hours of editing!
Map design has been changed, new corridors vehicles, tactics.
The lower deck is removed and not accesable anymore. 7
Come and watch what's changed!
http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Feb 21, 2011 1:28 PM
foibosPM
#60
Feb 23, 2011 4:09 AM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
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.
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