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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 09:55 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 10:07 PM

NEIN!!

maj.winters

02-18-2003 10:53 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 10:26 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 01:21 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 06:06 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 07:09 PM

Thanks. biggrin:

Dr. Deleto 02-21-2003 04:23 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 09:15 AM

Fair enough but I didnt use fog either.

Are you people seeing something Im not?

JPofMercy 02-21-2003 10:22 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 10:36 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 11:53 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 12:35 PM

OOOOOOOOOOH! Now I know what you mean. oOo:

Thanks for clarifying. biggrin:

JPofMercy 03-11-2003 08:51 AM

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

[AWITS]O. Dahue-Manatee 03-11-2003 08:39 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.


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