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DXMP_Storage_Yard_rev

Posted: 27 Dec 2008, 17:56
by ~
Alright fellas been updating my map take alook this map is alt fire friendly, Augs or Zero.

Image Image Image Image Image Image Image Image Image

Posted: 27 Dec 2008, 18:38
by ShadowRunner
It looks good, but not altfire friendly, unless the walls around the edge give no access to wallcampers. I like the lack of colour and monotone feel, reminds me of Mainman's trick on Landerneau.

Posted: 27 Dec 2008, 18:43
by ~
ShadowRunner wrote:It looks good, but not altfire friendly, unless the walls around the edge give no access to wallcampers. I like the lack of colour and monotone feel, reminds me of Mainman's trick on Landerneau.
i can fix the walls i'm not done with them actually.
i rebuilt most of the basement as well i dont want to spoil map though.

Posted: 27 Dec 2008, 18:48
by ShadowRunner
Well illuminate the walls or make it impossible to get up there, otherwise it is unlikely to dominate any mapvote. Maybe leave it intact for RTK server and give us a wall-less version?

Posted: 27 Dec 2008, 18:55
by ~
i could do something like that i'll let u know when i finished it up ;-)
You just want a plain wall with no edges then?

Posted: 27 Dec 2008, 21:09
by Hammer[HK]Time!
Can't be very aug worthy without repairbots. Mayde they're not in the shots.

Posted: 27 Dec 2008, 22:06
by ShadowRunner
You just want a plain wall with no edges then?
Not everyone will agree with me, but I think wallcamping ruins games.
You might as well host godz sniperbox, the whole point of a map is terrain.
If a player can jump from highest building, out of the map and look down on the map, while he is hidden in darkness, it is basically cheating in my book.

have walls, but if the player can use them, then the map will not be the most popular altfire map ever, it's your choice. It's a very debatable issue. DXMP_8RED has a ladder on the wall... Players can score 30.0 in a game and the victims never see the player. gg? As a mapper, I think you will take pride in your gameplay and not allow this kind of imbalance.

Posted: 28 Dec 2008, 00:29
by ~[FGS]Próphèt~
ShadowRunner wrote: It's a very debatable issue. DXMP_8RED has a ladder on the wall... Players can score 30.0 in a game and the victims never see the player. gg?
^^ good times, good times^^

well it all comes down to what you percieve as camping... I used to 'camp' all the time. But by camping i mean, staying invisible for the enemy, but kill them anyhow... If that involves high walls, so be it.

Beside, wallcamping (and camping meaning staying on the same spot/wall the whole time) is pretty much impossible. The only maps where it's freaking impossible to see ppl on walls are CMD (the outer most ledges, in CMD_VI accesable via code 18, i think) and Tower_3 (with a little elevator buggin you can get up the highest walls). All other maps on the Wunderland server have a skybox that allows you to see the shadows of the players painted to the sky (ok on some maps only from certain angles, but if you have enough skill, that should be sufficient :wink: ). Besides on those maps (CMD and Towers_3) you can kill the wallcamper anyhow. Just use energyballs spreaded over the wall (from quite some distance, so when they arrive at the wall, they spread out and you can see the whole upper wall) and everything should be fine (if you can aim persistent enough). And I can know cause i know every single map on that maplist (ok maybe 1 or 2 not) by heart.

As Shadow said once: "I lived in that server" :D

But yeah on topic now, Hitman do wathever you like. I don't like that map very much anyway :-D

i mean the map isn't AltFire material (even with the adjusted walls). For me AltFire is all about vast, open spaces. Some building scattered, etc. (beautiful examples are the '_TheDayAfter' series, Skyline, or even the standard maps A51 and CMD). your map is just a bit too clumped together for AltFire. The jumping space on the roof of the little corridor on the hangar building isn't big enough (no fullworthy jumps possible, eg. Pacman). And what's up with the spawn in the little shack? Only Shock Rifle and crowbar (?) there. That's not fair... The fences around the 'dog house' are a little buggy (i have been shot through them once!!)
And what's the goal of that basement? It may work in Zero-Augs or Augs, but not in AltFire, weapons are too powerful (eg. Pacman, Abandonned, Prodigy-jatata map, smuggler (cfr. infra)). Basements in AltFire should be designed like the secret bases in DXSG, playing CMD_VI in Wunderland is kickass!

:oops: few, glad that's of my chest. Wanted to say this a long time ago already. Mind, this is just my modest opinion and constructive critiscm only!

infra...: smuggler in itself is not suited for AltFire play, Smuggler_Altfire (don't know the correct name, but you know what i mean :-D , i hope... :? ) however is much better. But I'd love to play the map once with low-tech and pistols only ([hint]alternative mapsetup week[/hint] :P).

Posted: 28 Dec 2008, 01:35
by ShadowRunner
IF you were talking about a 0-aug server, I would agree...

these maps were designed for 0-augs, normal gravity...
jumping onto the walls in most cases, is basically abusing the map's lack of wunderlandability...

kind of bugging...

therefore lame... like your penis sir. *slaps with white glove*
And if you do that, I shall hide in a spwn, surrounded by 100 of my lams...
equally lame...
that is why I like Scoutz, Enemy At the Gates, etc, wallcamping not possible.

I cant judge by the pics, I'll give it a go...

I think Proteus is a perfect altfire map, its sci-fi it suits the shock rifles...
The maps need to suit the weps...

Posted: 28 Dec 2008, 20:36
by ~[FGS]Próphèt~
ShadowRunner wrote:The maps need to suit the weps...
that's why the Wunderland server needs to get rid of: Pacman, abandonned and Prodigy_jatata.

And Shadow, camping in spawns in something I would never do. Jumping on walls, well it's debatable :P

Posted: 28 Dec 2008, 21:23
by ShadowRunner
agree, I like Beretta when it comes as a bit of a shock to you, you got too close, and they open up with beretta.

On Spaceship or Prodigy or Smuggler, beretta is less interesting.

Posted: 29 Dec 2008, 06:25
by ~
well i finished it up and this one is for [FGS] can rename if it u wanna.
I removed the walls just for shadow lol...
little gift for the holidays :-D

it has bots they just not in the sshots

Posted: 29 Dec 2008, 14:29
by ShadowRunner
Thank you for an excellent Xmas present.

Hope you posted this in downloads/deusex/maps too...

Bear with us, we are still waiting for Pacman and some other maps to be removed... the ftp man is busy it seems ;)

Posted: 29 Dec 2008, 15:11
by Skilgannon
ShadowRunner wrote:Thank you for an excellent Xmas present.

Hope you posted this in downloads/deusex/maps too...

Bear with us, we are still waiting for Pacman and some other maps to be removed... the ftp man is busy it seems ;)
Aw, Paccy's fun. :( Oh well, then there's only one thing left to say:

NOODLES!! GET THE *love* ON WITH IT!!! JAJAJAJAJA! :D Jk.

Posted: 29 Dec 2008, 15:22
by ~
i would of uploaded to your ftp myself but i lost the information awhile back. So i just made an attachment it should be there.