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2009 Jan 16 19:54:06
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2007 Sep 12 01:06:43
Her3tiC: lol look at this, im 21 and shes 9, and i think she can kick my ass :P
http://www.cartoonland.de/archiv/karate-girl/

2007 Sep 12 00:56:43
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2007 Sep 09 19:01:40
king_lane: http://www.youtube.com/watch?v=UmyWwMFvb94 don't drink while watching it, I spit mine out lol

2007 Sep 07 05:51:12
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2007 Sep 05 22:53:04
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2007 Sep 04 08:26:17
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Justii!

2007 Aug 27 16:36:15
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2007 Aug 27 13:53:57
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2007 Aug 26 16:18:49
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2007 Aug 25 17:22:19
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2007 Aug 25 13:28:51
tant_raffa: just so evry1 knows. IM AM IN JASPAN and it rocks. really awesome ^^ I'm gonna upload some pictures later for you to look at =)

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VCTF-Anitra

Started by Prefect, 2007-05-21 10:12:18

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Prefect

VCTF-Anitra (BETA)

Download:
http://www.unrealplayground.com/download.php?mapid=12740

Hello all!  VCTF-Anitra is a mid-size VCTF map that strives for a solid blend of foot- and vehicle-based combat.  Feedback/bug reports are very much welcome.








Mr.Sunshine

#1
If the DL-Link refers to the mainpage instead of the file, like it does in my case, try this:

http://www.unrealplayground.com/mapper.php?id=6505


I can't say anything about the gameplay, but I like the design of the map very much.

The map looks like one big "sculpture" of modern art  :)

Even this map is Beta I would try preserve its spartanic appearance,
and so not to disimprove it by changing textures.

Molgan[ApA]

#2
Nice map!

As Mr. Sunny said; it feels like running around inside an art piece. :) Hope the clean and sober look n' feel can be kept in the final. Good crafting with the tex/mesh/bsp/light. The layout is interesting with a lot of trixy routes both for foot soldiers and manta runners. I'm no big trick jumper but I was hopping around inthere for half an hour when I started it up. ^^ The scorps feel like plain suicide coffins with not much travel ground, but they might stop a manta or 2 or carry a person to the enemy flag. It need online testing ASAP.

Once again: Good fecking job!  ;)

Edit: Only thing I have against the map is that it has the same name as Swedens ex state ministers wife.  ::)

Edit 2: I baldly quoted you and posted this in www.apskaft.com too.
I killed Santa

king_lane

Sorry to say, but I hate this map and others do too. I would be glad if you could make a voting for or against removing the map because it is really annoying with no gameplay at all.

Molgan[ApA]

Quote from: king_lane on 2007-05-22 14:04:42
Sorry to say, but I hate this map and others do too. I would be glad if you could make a voting for or against removing the map because it is really annoying with no gameplay at all.
Quote from: Prefect on 2007-05-21 10:12:18
Feedback/bug reports are very much welcome.
Saying "it has no game play at all" is the same as not saying shit. The map is posted here for feed back, if people don't like the game play there must be something that is missing/wrong/etc. Then say what it is so the mapper get a chance to fix it before you say "map sux". Sorry, but this is one of the most annoying things with mapping. People can't be bothered to give an opinion on a beta. Then when the mapper has spent hours on finishing a map people shows up, play it for 5 minutes and gives it thumbs down. What part of "feed back" is so hard to understand? If people want more good maps help out or shut up.
I killed Santa

EcKo

this map rulz  ;D
really like the the white jumppads in the water
only thing i didnt feel comfortable with: some weapons like the sniper rifle is really hard to find
on the other hand, the lightning gun is placed on the best spot  :D

to make things short: cool map  :D
<Reverend> IRC is just multiplayer notepad.

Prefect

Thanks all for the feedback.  Changes made so far for the next release (which looks like it will be a final one):

- Emitters added to square kickers in an effort to make them more tempting to jump on.  Ooh, shiny.
- Central structure revised slightly.
- Kickers added to the taller of the two central pathways connecting to the lower ones.  At present you can boost jump or wall dodge this gap, but this seems to be lost on most players.
- Angled square kickers now punt the player toward the small portal in the central walls, rather than up to the walkways.
- Underground exit kicker collision radius enlarged.
- LG ammo removed from next to LG; these were redundant given the two stacks of ammo in the sniper's nest nearby.  LG ammo added in bases.
- It should no longer be possible to drive the tank off of the lower ledge and down into the water pool area.
- Spawn time decreased on the mobile coffins.  I mean, scorpions.
- Lower manta removed.

Quote from: Molgan[ApA] on 2007-05-21 22:12:40
Edit: Only thing I have against the map is that it has the same name as Swedens ex state ministers wife.  ::)
Ha!  Unfortunate coincidence, for sure.

QuoteEdit 2: I baldly quoted you and posted this in www.apskaft.com too.
Appreciate the mention, but I was unable to find this.  If you could point me in the right direction that would be great.  You were responsible for RedRooms, yes?  Fantastic remake!  Even though I do go lava diving quite a bit.

As far as the gameplay (or lack thereof!) it definitely seems that this map is prone to confusing/frustrating people quite easily.  I was spectating in the game king lane was in, and he spent maybe 2 minutes in the map before declaring that it was shit.  This seems to be about par for people that don't like the map.  At the same time, you also have people figuring out the manta runs, lift jumps and flag runs and they seem to be enjoying themselves a great deal.  Moral of the story for mappers everywhere, I guess, is there's a balance to be struck between subtlety of design and, say, pointing tanks in direct LOS of the enemy flag and placing redeemers every 15 feet ;)

Molgan[ApA]

Quote from: Prefect on 2007-05-22 22:44:30
Moral of the story for mappers everywhere, I guess, is there's a balance to be struck between subtlety of design and, say, pointing tanks in direct LOS of the enemy flag and placing redeemers every 15 feet ;)
Qft. ^^

Yes I'm responsible for redrooms (don't slap me!). Glad you liked it. =) I noticed that our mapping section wasn't public for some odd reason, so no wonder you didn't find it. I corrected it and you can find the post here:

http://forum.apskaft.com/forums/viewtopic.php?t=1553

I killed Santa

Annihilator

#8
Quote from: Prefect on 2007-05-22 22:44:30
I was spectating in the game king lane was in, and he spent maybe 2 minutes in the map before declaring that it was shit.  This seems to be about par for people that don't like the map.
Generally, mappers should utterly ignore comments from entities that have any sort of appreciation toward "maps" such as AnalWar, Klinika, Sandbox and the like. (Generally, not implying that the Emperor might be one of them.)

king_lane

Ok then.
I hate AnalWar, Klinika and most other spam maps like MadDog. I love maps like Eire, DeeperView and 1945.
So, I like maps that are mid-sized to large-sized, have mantas, offer a good chance to cap the flag in a vehicle/with a manta, have textures and general layout which support a good mood, promote team play, don't make camping too easy, have a "clean" layout without too many ways and more criterias.

Anitra is mid-sized.
Anitra now only has one Manta.
Anitra makes capturing in a Manta almost impossible when there's defense, with other vehicles it's impossible
Anitra has (IMO) ugly/unfriendly textures
Anitra doesn't promote team play like 1945 or MassDestruction does
Anitra doesn't have a clean layout. There are holes in the ground, there's a lift which doesn't seem to make sense at all, the game play doesn't really benefit from the jumpers.
Anitra doesn't have a redeemer? Don't remember exactly. But this map definitely should have one.

This are of course only the criterias I mentioned, there are more and the rest is purely subjective.

And yes, I said that I hate this map after 2 minutes and I still hate it after 20. Sorry if this thread was intended only to provide positive feedback or minor correction suggestions which I can't give because this map could never meet my idea of being a good map.

Now pwn me again. :)

JuC

Quote from: king_lane on 2007-05-23 15:36:05

Anitra doesn't have a redeemer? Don't remember exactly. But this map definitely should have one.


Yeah it have one... when u go by the white jumpads on the water u get the elevator u keep straight til u get a particules jumpad (I mean sparkling jumpad) and if u look down u'll see a deemer hold on nothing... u jump down and get it :P

Jonny

Well Lane you could at least try, but it seems you have pointed out afew things accidentally anyway  ::)

Yesterday i wrote a huge review of this map but my connection broke and the webpage expired, so i lost heart to write it out all again. However, im feeling today its worth giving Prefect some input because 1 His map is brilliant and 2 I cant by hypocritical and not give feedback when i beg for it with my own maps. Well i just hope you don't finalise this map too soon and i am too late with my review!

SO:

First of all i really like this map, as Molgan/Sunny said, it is like modern sculpture in places - two especially nice parts are the flag bases and the jumppad areas up from the redeemer, the gameplay is good here and the architecture is very elegant, good job! However, i think that there are a fair few faults with the map in terms of 'flow' and you will see what i mean in a minute.

Flow is very good around the flag bases because of the number of entrances, lifts (+jumps), walkways and escape routes. Although defenders have a good eye of the battlefield and plenty of high areas to defend from, they are kept on their toes by the many routes attackers may take to steal their flag. However, defenders may have it too easy when picking off enemies in the middle of the map - they have a plethora of balconies and sniping points to shoot any foot soldiers unchallenged. This issue is exaggerated when you consider the middle of the map, which although well sculpted can be very confusing and lacking the flow of the base areas.

Say i escape on foot and use the three jumppads in the right pool to escape. This works well because you can make a speedy escape to cover, but the enemy will know where you are and give chase. However, this is where the flow stops because i am confronted by a huge void and no obvious options as to crossing it. I can take the lift up to the walkway (or lift jump it but that is difficult and an option that isnt immediately obvious) but when i come to the central tower there is no way across, save the bridge at the very bottom. Here i think a bridge is really needed as it will help the FC concentrate on evading his persuers and make sure the top of the tower is no longer redundant. Here i will also bring back up the point of the middle area being very vulnerable to the flag bases with out much chance of fighting back. I thought maby adding some slit windows where the adrenaline pills are would help give players at the middle towers a chance to fight back against defenders sitting with scoped weapons:




My final point is to do with the vehicles, especially the tank which feels kinda useless trapped in its small area - i thought maby you could add a vehicle lift instead of the small and kinda pointless foot lift thats there, so you could properly assault the enemy base. That or just make a gradient slope so you can drive up it:



I will finishish with afew aesthetic notes: 1. I appreciate the theme is simple texture but maby add afew more interest points around the map, maby another texture here and there. 2. Lighting is a little bland and boring, maby some more slanted sunlight or more localised lights for highlighting parts of the map. 3. Interesting skybox please! :)

Right well hope this helps you because you obviously have alot of talent and an artistic eye - i really like this map and i think you can improve it to make it even better. Good luck bro!





EcKo

wow...a lift for a tank  :o sounds evil >:D
one more thing i noticed, is that it is extremely hard to come on top of the base. only way is with a raptor...
unless i didn't explore the map very well  ::)
<Reverend> IRC is just multiplayer notepad.

mustap-

#13
When i played it all i could think is <<where is the damn lightning gun>> .Couldnt find it anywhere in a certain perimeter around the flag.Shock rifle seemed kinda useless to defend against  <<beefed up>>escaping flag stealers.Noticed the sniper campwhoring plenomenon that jonny mentioned also.Felt like a sitting duck when i was in the middle areas of the map.then again i played it only for 5-10mins so i dont know if this could be of any help.just first impression.

edit:the weapons are not that importand in this phase of the map.
what i would like to see more is a vehicle escape route.I mean you can get to the enemy base with a vehicle but cant escape.vehicle booster pads if necessary.This way even a bender could be added  to the map .This would add  more vehicle action to the map:)

edit2:just noticed that jonny drawed that too 

edit3:jonny pointed out all there is tbh  :P
tac

Jonny

Quote from: mustap- on 2007-05-24 12:21:50

edit2:just noticed that jonny drawed that too 

edit3:jonny pointed out all there is tbh  :P

lol, no man the more input the better even if  its the same as mine, who's to say anything i say is right? - i need other peoples affirmations to convince the mapper :)