Application of Aidan

The time is right for a suicide!
User avatar
Aidan
Archangel/1B
Archangel/1B
Posts: 87
Joined: 29 Sep 2009, 15:10
Location: The Great White North

Re: Application of Aidan

Post by Aidan »

I've used that name for some odd years. I've used it about 5-6 years ago, and then again about 3 years ago, in which I began to alter it with ALT+157, and such 8-) .
User avatar
ShadowRunner
It's over 5000!
It's over 5000!
Posts: 6882
Joined: 28 Feb 2006, 21:07
Contact:

Re: Application of Aidan

Post by ShadowRunner »

Aidan, sorry to ask, can u post 4-6 screenshots of your best mapping work please. EDIT doesnt have to be in this thread, could be your own very PR spot.
Also are there any maps you have which you think are suitable for altfire server?
Also please bear with us on the vote, obviously you are an unknown quantity to some senior members, your application may take quite some time...
Please stick around and spend time with FGS :)
User avatar
Aidan
Archangel/1B
Archangel/1B
Posts: 87
Joined: 29 Sep 2009, 15:10
Location: The Great White North

Re: Application of Aidan

Post by Aidan »

ShadowRunner wrote:Aidan, sorry to ask, can u post 4-6 screenshots of your best mapping work please. EDIT doesnt have to be in this thread, could be your own very PR spot.
Also are there any maps you have which you think are suitable for altfire server?
Also please bear with us on the vote, obviously you are an unknown quantity to some senior members, your application may take quite some time...
Please stick around and spend time with FGS :)

That is perfectly fine sir :) I understand completely.

altfire? do I ever. :matrix:

I'll upload the screens when I have some free time.. I've been working quite a bit recently (BUT WILL STILL ALWAYS BE ACTIVE)

To add, I can design altfire based maps as well. Maps that arn't too large as well. An issue I notice is that many maps are VERY large for the amount of general (even max) players that are in the server [issue not always being the maps size, but the rooms and spaces within a map]. This being so, players find it somewhat difficult to locate each other, which leads to boredom, and eventually disconnection. This is why you generally find zero players in a server whilst "large" maps are hosted.

Aswell, I have current Idea's of revamping the original DXMP maps. In such a simple way as well. Changing the time of day. I had done this to smuggler some years ago, but gave up as my map had corrupted :( and I was left with a rubbish file.
User avatar
ShadowRunner
It's over 5000!
It's over 5000!
Posts: 6882
Joined: 28 Feb 2006, 21:07
Contact:

Re: Application of Aidan

Post by ShadowRunner »

Previously Proteus was the smallest map on Altfire. Maps needed to be large due to nukedeath and the "sniping from the shadows" tradition. A couple of small maps were hosted as tests for the mapper and less experienced players have made them popular, so what you think is large is actually not so large.
Also of course on the other hand some maptests like A51 The Day After and Fly The Planes were too big and were just maptests.

Bear in mind that a lam can be thrown a very great distance in altfire, at least 2000 units if not more. If and when nukedeath arrives, those smaller maps will actually become unplayable. Even now it is possible on some maps to throw a lam from one spwn to another.

If you are making altfire maps I would urge you to make sure the following.

1. Explosives are not available in spwnrooms, even under lock or tool.
2. Medkits should be a greater number, but again not in spwnrooms.
3. In fact no nades of any kind should really be in a spwnroom, ammo boxes too, prevent camping as much as possible.
There should be ammo and rifles available in elevated positions, towers, roofs, tops of hills etc.
4. If you add weapons in the SDK, dont bother with the tnag xbow, devastator or nexus. And if you do add weps, make sure the map is marked as altfire.

There are probably a few other things you could bear in mind that other altfire mappers will be able to point out.

Obviously since you are fairly unknown to some recruiters, the sooner you can reveal the quality or nature of your maps to us, the sooner we can reach some decisions. Until then obviously we will not be able to process your application. Links are ok, some of us have sdk.
User avatar
Mastakilla
!Lysergsäurediethylamid!
!Lysergsäurediethylamid!
Posts: 1812
Joined: 27 Jan 2009, 21:01
Location: 'Ton Hotel

Re: Application of Aidan

Post by Mastakilla »

ShadowRunner wrote: In fact no nades of any kind should really be in a spwnroom, ammo boxes too, prevent camping as much as possible.
There should be ammo and rifles available in elevated positions, towers, roofs, tops of hills etc.
Kind of contradicting yourself there, prevent camping by not placing ammo boxes in spawnroom (while players can just restock ammo right clicking the weapons O_o) and provide ammo in elevated positions = camping

:alc:

Maybe I'm misinterpretatiantieteting this
Image
User avatar
Aidan
Archangel/1B
Archangel/1B
Posts: 87
Joined: 29 Sep 2009, 15:10
Location: The Great White North

Re: Application of Aidan

Post by Aidan »

I forgot about FGS bringing nukedeath back, so disregard what I have said prior.

I would never put explosives in a spawn anyway lol.. That's just asking for chaos.

I'll make the maps big.. but not TOO big :P

As soon as I have some free time, I'll provide pictures, etc. :D
User avatar
ShadowRunner
It's over 5000!
It's over 5000!
Posts: 6882
Joined: 28 Feb 2006, 21:07
Contact:

Re: Application of Aidan

Post by ShadowRunner »

Mastakilla wrote:
ShadowRunner wrote: In fact no nades of any kind should really be in a spwnroom, ammo boxes too, prevent camping as much as possible.
There should be ammo and rifles available in elevated positions, towers, roofs, tops of hills etc.
Kind of contradicting yourself there, prevent camping by not placing ammo boxes in spawnroom (while players can just restock ammo right clicking the weapons O_o) and provide ammo in elevated positions = camping

:alc:

Maybe I'm misinterpretatiantieteting this
yup, I don't feel comfortable telling anyone how to make a map, but these are points mentioned to me in 2005/6 when I started altfire mapping.
In 2005/6 many altfire maps had spots like this on roofs and skill was required to move in low grav to access these places etc.
Generally though, with such high-powered weapons and lam-throwing a small map is not a good idea for altfire, nor is an indoor map like smuggler etc. Area51 and CMD work, but silo and smuggler just dont work in altfire. As for ammo in spwns, I guess I mean weps too, perhaps default weps are ok in spwns, but anything like bio rifle or grav rifle should be a pick up in an outdoor area of the map, not in a spwnroom perhaps.
Post Reply