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June 20, 2018, 08:35:21 AM
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Author Topic: New map: Orion (contest entry) (beta 1)  (Read 364 times)
BASEBALLDUDE
Autococker

Posts: 694

« on: June 03, 2018, 11:03:53 PM »

Orion is a mid-sized map that takes place within the crystal caverns of some faraway planet. There are two main routes with moderate flexibility within and across routes. The game mode is single-flag CTF.


Download Orion Beta 1 here: https://drive.google.com/file/d/12VtYJGXEp2tNMt-QvU1ac_RZ4GgORZRN/view?usp=sharing

Make sure you use all the files I included in the zipped file. There are custom textures from the BASEBALLDUDE texture back (I added some new ones) and a custom skybox.

Shoutouts to Rick for the colored barrels, open_war/promarijan for the crystals, jitspoe for the lanterns, Mighty Pete for the skybox, and all y'all who helped me learn how to make maps several years ago.

Feedback is appreciated.

Enjoy!


* orion1.jpg (216.12 KB, 683x353 - viewed 157 times.)

* orion2.jpg (243.24 KB, 683x353 - viewed 163 times.)

* orion3.jpg (244.8 KB, 683x353 - viewed 155 times.)

* orion4.jpg (216 KB, 683x353 - viewed 163 times.)

* orion5.jpg (69.65 KB, 683x353 - viewed 152 times.)
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T3RR0R15T
Moderator
Autococker

Posts: 2589

« Reply #1 on: June 04, 2018, 01:00:32 PM »

Online @ [OTB] Beta
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BASEBALLDUDE
Autococker

Posts: 694

« Reply #2 on: June 07, 2018, 10:43:01 AM »

Remember, feedback is appreciated. Some things I'm considering:
1. Making the upstream path more obvious. It's not a problem if you know the map, but some noobs take a while to realize it's there.
2. Currently there's no reason to go to the top of the peak other than exploration. Should I add a white flag there or maybe just some autocockers?
3. Aesthetics: What's everyone's opinion on the textures, lighting, etc? I'm thinking of adding some more decorations to the middle parts of the map.
4. r_speeds: I love the reflective water at each base, but unfortunately it causes the r_speeds in that area to shoot up considerably. Is there a way to get around this issue using strategically placed hint brushes, or will I have to remove the reflective water?
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UnRateD
Autococker

Posts: 587

« Reply #3 on: June 08, 2018, 08:27:13 PM »

meh
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JeongWa
68 Carbine

Posts: 448

« Reply #4 on: June 09, 2018, 06:34:00 AM »

Your map has a good looking even tho it has obvious similarities with your underwater map.

IMO the map is not really enjoyable to play on because it has barely any jumps. It might be good for players that doesnt strafe but thats it.

Your idea of adding a white flag on top of the middle "volcano" would work to add more interest in the middle part but from what i remember i couldnt even straigh up walk up there.

Good initiative tho. Hope you'll keep up on updating the map and make it better.

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BASEBALLDUDE
Autococker

Posts: 694

« Reply #5 on: June 09, 2018, 07:36:01 AM »


IMO the map is not really enjoyable to play on because it has barely any jumps. It might be good for players that doesnt strafe but thats it.
Thanks! I'll keep that in mind as I make beta 2. You might see some fun/useful jumps in a future release. Wink

Your idea of adding a white flag on top of the middle "volcano" would work to add more interest in the middle part but from what i remember i couldnt even straigh up walk up there.
Yeah, if I add a white flag I would have to make it easier to get up there. Maybe a ladder on the side of the mountain.
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MyeRs
Autococker

Posts: 1602

« Reply #6 on: June 09, 2018, 10:24:09 AM »

Do NOT add a white flag in the middle. Look at DP2 maps - maps with middle flags DO NOT get played. Mirror2 had a few brief moments where it was actively played - but that was due to being able to see white flag from base. Camping IS A PLAY STYLE, just like rushing is. White flag makes for awkward gameplay.

Now, honest feedback? This map only has a chance at seeing play in small pubs. It's a tournament entry, so that's fine. But the base is boring. Flag in a flat room in a corner, water just adds annoyance and no gameplay change.

Mid looks like it has POTENTIAL from first glance, but as Jeongwa mentioned - there's no real flow, jumps, etc.. I only am looking at screenshots, but I assumed that big volcano thing was something you could ramp off and get good speed - but Jeongwa mentioned you cannot. If you adjusted that to a form of jump, that could land in a "HBD" pathing into the base - maybe it takes you to a spot that drops behind flag. Move flag more to middle of room so someone cannot just sit directly on flag and never be grabbed on.

Key things: GOOD maps, whether 1 flag or 2 flag, you should not be able to stand directly on flag and have the advantage in a 1v3 to never get grabbed on. Camping is a strategy, but maps should not be made to make camping easy. Even maps like Airtime, Propaint1, the advantage of a good setup is often the 3v1.  (not always, but due to recon not being perfect and good timing, at least theres chances for grabbing flag).
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BASEBALLDUDE
Autococker

Posts: 694

« Reply #7 on: June 09, 2018, 10:58:51 AM »

Do NOT add a white flag in the middle. Look at DP2 maps - maps with middle flags DO NOT get played. Mirror2 had a few brief moments where it was actively played - but that was due to being able to see white flag from base. Camping IS A PLAY STYLE, just like rushing is. White flag makes for awkward gameplay.

Now, honest feedback? This map only has a chance at seeing play in small pubs. It's a tournament entry, so that's fine. But the base is boring. Flag in a flat room in a corner, water just adds annoyance and no gameplay change.

Mid looks like it has POTENTIAL from first glance, but as Jeongwa mentioned - there's no real flow, jumps, etc.. I only am looking at screenshots, but I assumed that big volcano thing was something you could ramp off and get good speed - but Jeongwa mentioned you cannot. If you adjusted that to a form of jump, that could land in a "HBD" pathing into the base - maybe it takes you to a spot that drops behind flag. Move flag more to middle of room so someone cannot just sit directly on flag and never be grabbed on.

Key things: GOOD maps, whether 1 flag or 2 flag, you should not be able to stand directly on flag and have the advantage in a 1v3 to never get grabbed on. Camping is a strategy, but maps should not be made to make camping easy. Even maps like Airtime, Propaint1, the advantage of a good setup is often the 3v1.  (not always, but due to recon not being perfect and good timing, at least theres chances for grabbing flag).
Hey dude, thanks for this legitimately helpful feedback! (not sarcasm). I'll definitely re-work the map's flow so that the gameplay is more strategic and skill-based.
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WarWulf
Autococker

Posts: 535

« Reply #8 on: June 13, 2018, 09:32:49 PM »

Nice map can't wait to play it.
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Zenit
VM-68

Posts: 124

« Reply #9 on: June 14, 2018, 08:53:22 AM »

Maybe add some ice parts into the water and add some ramps to use. Something that makes the mid-part worth to use jump and speed wise. I also do not recommend to add a white flag. If you you don't want to move the flag away from that hard-to-grab-corner, create some fast way to grab it. Otherwise it is too easy to defend.
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