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-   -   New Maps. Please give me some constructive feedback. (alliedassault.us/showthread.php?t=19374)

[AWITS]O. Dahue-Manatee 02-18-2003 08:55 PM

New Maps. Please give me some constructive feedback.
 
[url:4377f]http://www.geocities.com/sharpwitdesigns/User-Rooftops.pk3[/url:4377f]

and

[url:4377f]http://awits.com/Downloads/Maps/The_Pit.zip[/url:4377f]

The pit was my first attempt at mapping (is currently running on the awits.com server) and Rooftops is my latest. (Still in beta form)

I acept all CONSTRUCTIVE feedback.

Thanks in advance.

Maplegyver 02-18-2003 09:07 PM

NEIN!!

maj.winters

02-18-2003 09:53 PM

Re: New Maps. Please give me some constructive feedback.
 
[quote="[AWITS]O. Dahue-Manatee":15f3a]CONSTRUCTIVE [/quote:15f3a]

You'll get none of that here

semberger 02-19-2003 09:26 AM

I run mostly user made maps on my server and have seen many a map so although I am not a mapping expert I will give you some comments anyway.

The pit is way too small and wide open. It is a good first map to get your feet wet but I can't see it being played anywhere. Also stay away from the smoke effects as it really crushes the FPS and will make a map unplayable.

Rooftops is a more interesting design but again very small. I run 20 players and this map would be good for no more than 6 or 8. One thing I notice on your maps is to make sure you think about the "flow" of game play when you are creating a map. Many a mapper spends most of his/her time thinking about eye candy, and how he can wow people with some cool effect.
The truth is people like to see a "pretty" map, and certainly it needs to look realistic. But I have tossed some of the prettiest maps you will ever see because the gameplay sucked. Every map should have a certain type of play in mind and it should allow for multiple access points, close and far combat, and plenty of cover for the better players to use.

MY 2 cents....

[AWITS]O. Dahue-Manatee 02-19-2003 12:21 PM

Thanks for the feedback.

I actually made these maps for our server which at this time can only hold 8 players at the most so the size was by design.

What smoke effects are you talking about? I didnt use any.

These maps were designed for only close combat in mind becasue thats how we like to play.

I know I sound like Im trying to defend my maps..Im not, all your comments are things that should be considered.

Thanks again.

02-19-2003 05:06 PM

The ramps, on the map roftops i hate lol, the little hotel rocks! simply the best hotel I've seen, dude! it rocks

[AWITS]O. Dahue-Manatee 02-19-2003 06:09 PM

Thanks. biggrin:

Dr. Deleto 02-21-2003 03:23 AM

Quote:

Originally Posted by semberger

The pit is way too small and wide open. It is a good first map to get your feet wet but I can't see it being played anywhere. Also stay away from the smoke effects as it really crushes the FPS and will make a map unplayable.

Rooftops is a more interesting design but again very small. I run 20 players and this map would be good for no more than 6 or 8. One thing I notice on your maps is to make sure you think about the "flow" of game play when you are creating a map. Many a mapper spends most of his/her time thinking about eye candy, and how he can wow people with some cool effect.
The truth is people like to see a "pretty" map, and certainly it needs to look realistic. But I have tossed some of the prettiest maps you will ever see because the gameplay sucked. Every map should have a certain type of play in mind and it should allow for multiple access points, close and far combat, and plenty of cover for the better players to use.

MY 2 cents....

I concurr, but again I also am used to playin larger servers. The bst map available is "Village of Despair" as it was bult with playablity in mind. doesnt have the best fps, but hell its fun to play.

Oh and I think by smoke effects he meant fog.

[AWITS]O. Dahue-Manatee 02-21-2003 08:15 AM

Fair enough but I didnt use fog either.

Are you people seeing something Im not?

JPofMercy 02-21-2003 09:22 AM

Good Board
 
I think both of these boards are pretty good. The only major problem is that you're respawned in the same place on both.

Once that's taken care of, these boards will be fun for dm!

-=[BAD]=-Thorshammer 02-21-2003 09:36 AM

[quote="[AWITS]O. Dahue-Manatee":4ba0e]Fair enough but I didnt use fog either.

Are you people seeing something Im not?[/quote:4ba0e]

your not seeing fog? you might want to keep that one to yourself....

only joking could be an error on one of the script files.

semberger 02-21-2003 10:53 AM

Sorry I was not clear. I mean the burning gun which is smoking. If you go behind this gun and look out you will watch your fps drop like a rock when you are looking past/through the smoke coming out of the gun. What this means is when people are playing they will get sudden lag when they are looking that way and it will clear up as soon as they pass it. Its very annoying from a playability perspective.

[AWITS]O. Dahue-Manatee 02-21-2003 11:35 AM

OOOOOOOOOOH! Now I know what you mean. oOo:

Thanks for clarifying. biggrin:

JPofMercy 03-11-2003 07:51 AM

Spawning
 
Any update on fixing the problem of spawning in the same place?

[AWITS]O. Dahue-Manatee 03-11-2003 07:39 PM

Firstly, sorry I forgot to respond to you before.

Secondly, Im not sure what you mean. Both of these maps have been run on our server and I know for a fact that there are multiple working spawn points. Now that being said I will also clarify that these are TDM maps so that may be where the problem is arising for you.

When I compile this map and run it from there you do start from the same spawn point every time but when run from inside MOHAA as a TDM it utilises the multiple spawn points.

Hope that answers your question. If you find that as a DM map it doesnt use all the spawn points then let me know and I can make some changes for you.

[AWITS]O. Dahue-Manatee 03-11-2003 07:46 PM

BTW, the final version of Rooftops can be found here:

[url:ec77c]http://awits.com/Downloads/Maps/Rooftops.ZIP[/url:ec77c]

And is currently in rotation on our server: "A Walk in The Sun OC48-CKR Realism" IP: 204.157.6.23

T.Hunter 03-11-2003 11:13 PM

not bad... not bad at all

[AWITS]O. Dahue-Manatee 03-12-2003 12:16 AM

Thanks.

JPofMercy 03-17-2003 01:18 PM

Spawning problems
 
Perhaps the spawning isn't a problem with your map then. I have noticed that on a few maps (that aren't official ones) you spawn only in the same place. Now this doesn't happen with all the unofficial maps, just some of them. Is there some option or something I can change to correct this?

[AWITS]O. Dahue-Manatee 03-17-2003 02:34 PM

I think the easiest thisng to do to check is this:

In Multiplayer Options Go to Start New Game, Start a Team Death Match Game then choose the map you want to play and start the game.

This should allow you to spawn in different locations. To test this start as Allies and then Axis. This should show you diferent spawn points as well.

If you have any other questions let me know.

JPofMercy 03-18-2003 08:22 AM

Thanks for the tip. Since we don't have a lot of people playing, we typically don't do a team deathmatch, but instead a free-for-all. Any ideas on how to correct the problem of everyone spawning in the same place during a free-for-all

[AWITS]O. Dahue-Manatee 03-18-2003 12:24 PM

I can only solve the problem in my maps.

It involves adding more spawn points for Free for all.

If you do want to use my map let me know and I will add some spawn points for you and repost it.

JPofMercy 03-18-2003 01:32 PM

That would be awesome...I think the boards are really cool - so adding more spawn points would make it sweet!!! Thanks!

[AWITS]O. Dahue-Manatee 03-20-2003 11:02 PM

Ok here is a link for the Rooftops PK3 for Deathmatch AND TDM.

http://www.geocities.com/sharpwitdesign ... FA-TDM.pk3

Just remove the old ver. and place this one in your main folder.

Enjoy.

JPofMercy 03-24-2003 08:27 AM

Rooftop working!
 
Thanks - this is awesome. If you get a chance, do the same to the pit - we all think the boards are cool, but when you have some jerk who just kills people once they spawn, it gets kinda lame!

Thanks again!


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