Hartz
12-27-2009, 11:46 AM
Hi!
So, i decided to try out the map editor and made a tbd map.
Since i'm learning 3D modeling as a hobby and im addicted to Altitude, i thought it would be good idea to combine these two xD
TBD_Nuclear has a single bomb spawn in the middle, two main bombing routes and some turrets. There are lots of openings and corners where u can hide.
If there is a demand for it, i will make it for other game types as well.
Anyway, i had fun working on it and i hope the gameplay part will be as good as i expect it to be ;)
TBD_Nuclear
Download altx (http://www.filefront.com/15242205/tbd_nuclear.altx/) (NEW v1.2)
http://img17.imageshack.us/img17/9162/tbdnuclears.jpg (http://img52.imageshack.us/img52/5078/tbdnuclear.jpg)
Click on the image to see it in full resolution
Old versions:
Picture v1.0 (http://img683.imageshack.us/img683/5078/tbdnuclear.jpg)
Download altx (v1.0) (http://www.filefront.com/15240787/tbd_nuclear_v1.0.altx/)
Picture v1.1 (http://img51.imageshack.us/img51/5078/tbdnuclear.jpg)
Download altx (v1.1) (http://www.filefront.com/15242189/tbd_nuclear_v1.1.altx/)
So, i decided to try out the map editor and made a tbd map.
Since i'm learning 3D modeling as a hobby and im addicted to Altitude, i thought it would be good idea to combine these two xD
TBD_Nuclear has a single bomb spawn in the middle, two main bombing routes and some turrets. There are lots of openings and corners where u can hide.
If there is a demand for it, i will make it for other game types as well.
Anyway, i had fun working on it and i hope the gameplay part will be as good as i expect it to be ;)
TBD_Nuclear
Download altx (http://www.filefront.com/15242205/tbd_nuclear.altx/) (NEW v1.2)
http://img17.imageshack.us/img17/9162/tbdnuclears.jpg (http://img52.imageshack.us/img52/5078/tbdnuclear.jpg)
Click on the image to see it in full resolution
Old versions:
Picture v1.0 (http://img683.imageshack.us/img683/5078/tbdnuclear.jpg)
Download altx (v1.0) (http://www.filefront.com/15240787/tbd_nuclear_v1.0.altx/)
Picture v1.1 (http://img51.imageshack.us/img51/5078/tbdnuclear.jpg)
Download altx (v1.1) (http://www.filefront.com/15242189/tbd_nuclear_v1.1.altx/)
wolf'j'max
12-27-2009, 11:50 AM
this looks great did you upload it to a good server as community maps? or maybe you should ask maimer to add it to the captains games server :)
anyway good map and i think we should try it out in the pwned xmas tournament if class agrees.
anyway good map and i think we should try it out in the pwned xmas tournament if class agrees.
Niko0olas
12-27-2009, 11:56 AM
i want to play this...
=O
=O
Luke
12-27-2009, 12:59 PM
First look.. great map layout and artwork!
Can't wait to play this!
Great work hartz!
Can't wait to play this!
Great work hartz!
tyr
12-27-2009, 02:01 PM
Amazing graphics.
Gameplay-wise, a few things jumped to my eyes immediately :
It seems that attacking would be really hard : long path from the bomb to the bases with a lot of corners, tiny chokes, and I assume the spawn points are right next to the bases so people will respawn in the middle of the action.
It has to be tested though, that's only my first-look opinion.
Are the tubes at the top of the map on the sides wrap-arounds ?
If yes, it seems to me the bases are REALLY close to each other. I dunno if that's a good thing. We'll see
I love the middle architecture though.
Hopefully we can test this map with some captain games or something, but by the look of the graphics, it definitely has the potential to become an official map.
Gameplay-wise, a few things jumped to my eyes immediately :
It seems that attacking would be really hard : long path from the bomb to the bases with a lot of corners, tiny chokes, and I assume the spawn points are right next to the bases so people will respawn in the middle of the action.
It has to be tested though, that's only my first-look opinion.
Are the tubes at the top of the map on the sides wrap-arounds ?
If yes, it seems to me the bases are REALLY close to each other. I dunno if that's a good thing. We'll see
I love the middle architecture though.
Hopefully we can test this map with some captain games or something, but by the look of the graphics, it definitely has the potential to become an official map.
eth
12-27-2009, 03:28 PM
Yea this map looks really good! My only gripe graphics-wise would be that it might be hard to know where it's safe to fly - adding black outlines might help there, but maybe it's just something to get used to.
As for gameplay I kinda agree with tyr.. it looks ridiculously easy to defend with only 3 narrow chokes into the base, it'll be a lot of blocks/mines to go through. I'd definitely suggest opening up that a bit more. I don't see any powerups either(?) - it'd definitely be a good idea to add a few to get more varied play.
Anyway, great map - I hope we can get to test this in some captains games or something as well!
As for gameplay I kinda agree with tyr.. it looks ridiculously easy to defend with only 3 narrow chokes into the base, it'll be a lot of blocks/mines to go through. I'd definitely suggest opening up that a bit more. I don't see any powerups either(?) - it'd definitely be a good idea to add a few to get more varied play.
Anyway, great map - I hope we can get to test this in some captains games or something as well!
Hartz
12-27-2009, 04:44 PM
Thanks for the replies and suggestions!
...did you upload it to a good server as community maps? or maybe you should ask maimer to add it to the captains games server :)
I uploaded it on the Experimental Map Server (http://altitude.bluehawkdesign.com/), but it seems dead... Other than that i don't know where to upload it or how all the new-map-system works. So yeah, if anyone can put it up where everyone can play it, it would be cool.
... and I assume the spawn points are right next to the bases so people will respawn in the middle of the action.
Are the tubes at the top of the map on the sides wrap-arounds ?
Those tubes at the top of the map are the spawn points ;) So there won't be any spawning near the base.
... My only gripe graphics-wise would be that it might be hard to know where it's safe to fly ...
Just try to avoid everything that has yellow-black stripes/colors on it :)
I don't see any powerups either(?)
There are 3 powerups. They are spawning in those glass spheres.
About the gameplay:
I suggest two options (the one on the left or the one on the right) as shown on the following picture. These changes should give the bomber few extra bombing routes.
http://img136.imageshack.us/img136/7465/tbdnuclearvars.jpg
...did you upload it to a good server as community maps? or maybe you should ask maimer to add it to the captains games server :)
I uploaded it on the Experimental Map Server (http://altitude.bluehawkdesign.com/), but it seems dead... Other than that i don't know where to upload it or how all the new-map-system works. So yeah, if anyone can put it up where everyone can play it, it would be cool.
... and I assume the spawn points are right next to the bases so people will respawn in the middle of the action.
Are the tubes at the top of the map on the sides wrap-arounds ?
Those tubes at the top of the map are the spawn points ;) So there won't be any spawning near the base.
... My only gripe graphics-wise would be that it might be hard to know where it's safe to fly ...
Just try to avoid everything that has yellow-black stripes/colors on it :)
I don't see any powerups either(?)
There are 3 powerups. They are spawning in those glass spheres.
About the gameplay:
I suggest two options (the one on the left or the one on the right) as shown on the following picture. These changes should give the bomber few extra bombing routes.
http://img136.imageshack.us/img136/7465/tbdnuclearvars.jpg
tomato man
12-27-2009, 05:41 PM
i think your map hartz is nice but yo much big and the bases are very short.
pig_bomb
12-27-2009, 06:02 PM
hi hartz! super sexy looking map, its nice to see some more skilled designers doing some work. I know that since your working 3 dimensionally your not going to want to use black outlines like it has been suggested as i'm sure your worried it will flatten your beautiful modeling. While this is true to a certain extent it wont have very much of a negative effect, while i personally believe it is necessary for an altitude level. For one thing every other official altitude map uses outlines so it is expected and will seem weird without them. I believe outlines around collidable objects are visually necessary because when playng altitude all collidable objects need to be identifiable not only when your looking directly at them but also with your peripheral vision when also flying at top speed shooting and dodging bullets. If you dont include the outlines people will start dodging your little displays and and wont know if they can travel through the brown areas or the chains. The main point im trying to make is you have to make everything in your level overly obvious. The majority of players wont read this thread and will be confused about certain aspects
About the gameplay i won't say much as i haven't played it and maimer will be able to give you much better advice but the chokes to the base are much to small. The fact about altitude is that while some games might play those chokes fine, 7v7 games on this map will last indefinitely. The last thing i'll say which is 100% my personal opinion is that neutral bomb maps are just not as good as team bomb maps, especially for competive play. Something to think about i'm not going to give my reasons as this post is already way to long but pm if you want to discuss it, i realise chances of you changing it now are slim as you've got that super cool reactor thing going.
gj cant wait to play it
pig
About the gameplay i won't say much as i haven't played it and maimer will be able to give you much better advice but the chokes to the base are much to small. The fact about altitude is that while some games might play those chokes fine, 7v7 games on this map will last indefinitely. The last thing i'll say which is 100% my personal opinion is that neutral bomb maps are just not as good as team bomb maps, especially for competive play. Something to think about i'm not going to give my reasons as this post is already way to long but pm if you want to discuss it, i realise chances of you changing it now are slim as you've got that super cool reactor thing going.
gj cant wait to play it
pig
innerlyte
12-27-2009, 07:46 PM
Looks pretty good, Hartz. Not a whole lot new to add, but I agree that the collidable areas should be a little more distinct from the open areas. While it's fairly easy to figure out in-game, if you are under pressure to make a quick decision (in tournament play, for example), you may forget the map's idiosyncrasies and have a life-ending knee-jerk reaction. This is often the problem with graphically complex maps. I think one easy fix would be to remove the brown lining of the tube passageways. In terms of the chains and fly-under pipes, you may be able to blur them slightly (to create depth) or perhaps change the drop shadow depth to make them appear closer to the screen than the walls do (I noticed the pipes don't really have drop shadows, which makes them appear collidable at first). Whatever you end up doing, even if it's nothing at all, I'm sure you already know most maps have their quirks. How do people know you can fly over the tree trunks but not over the leaves in Woods? They crash once and then learn from there.
Also, as people have mentioned, the wall around the base is a little choke heavy. Perhaps you could extend the tube width of the three passages. The two inner turrets are probably only effective against enemy campers, so maybe you could remove the lower one and throw a turret on the back wall behind the base. It probably won't do much to deter attackers, but it will have a little more range than the inward facing turrets.
Overall, great job. I like how the power-ups spawn in those lamps/globes :D
Hope to see this map in game soon.
-redshift
Also, as people have mentioned, the wall around the base is a little choke heavy. Perhaps you could extend the tube width of the three passages. The two inner turrets are probably only effective against enemy campers, so maybe you could remove the lower one and throw a turret on the back wall behind the base. It probably won't do much to deter attackers, but it will have a little more range than the inward facing turrets.
Overall, great job. I like how the power-ups spawn in those lamps/globes :D
Hope to see this map in game soon.
-redshift
TomBRowkaH
12-27-2009, 09:48 PM
Really awesome looking map! I was also confused at first about which walls you could fly through, but I think someone could figure it out pretty fast just by playing it. What if you closed off the choke point between the spawn and the base and opened up more of the bottom? I think that would be your best option for making it easier to bomb the base.
Another word of warning: on neutral bomb maps, there is often kind of a standstill in the middle where the bomb is. Sometimes people go for long periods of time without being able to take the bomb safely. This means if you make the path too long from the center or have too many chokes, a bomb will just never be scored in large games.
Another word of warning: on neutral bomb maps, there is often kind of a standstill in the middle where the bomb is. Sometimes people go for long periods of time without being able to take the bomb safely. This means if you make the path too long from the center or have too many chokes, a bomb will just never be scored in large games.
Ajuk999
12-27-2009, 10:25 PM
Sweeeeeet. I'm gonna download this and play it, also I am thinking about creating a server for special maps. Is this on the Official list yet? MAybe it will make it.
evilarsenal
12-28-2009, 01:34 AM
After playing this map in a captain's games, i fell in love with it right away. I can't wait for future versions of it to come out, and i pray that my admins will allow this map into the map pool. it's a fantastic unique map that adds a new layer of fighting which is what im looking for competition. THANKS =D
nesnl
12-28-2009, 02:18 AM
Can we try a version where you combine both your ideas that you suggested so that you create 2 new holes on each side? Also, I think you should increase the size of the hole on top of the base, because to go that way the other team has to go through the other team's spawn point which should be rewarded be a larger hole.
ADA
12-28-2009, 04:09 AM
played this map earlier its awesome!
great work hartz!
great work hartz!
Element
12-28-2009, 08:55 AM
WOW!!!! Great map. love the detail in this map...:)
nobodyhome
12-28-2009, 10:25 AM
initial impressions are that it's a really good map. figuring out what's collidable and what is not becomes pretty easy when you realize that yellow+black = bad and just black = fine. i love how that if you kill a turret, there's a picture of a dilapidated turret underneath it. there are lotsa interesting control points on the map too. but..
1. remove the blue circle for the center bomb spawn. sometimes i'm circling it because i think it's about to spawn because of the blue circle that's already there, but what's actually happening is that the center bomb is nowhere near spawning and it's just a picture.
2. the bottom bombing entrance seems to be the most viable for bombing. the middle one is alright for lobs. however the top one is near useless (takes the longest, and is close to planes spawning). to fix that, make it so that you can lob a bomb through it from outside the plane spawn area.
1. remove the blue circle for the center bomb spawn. sometimes i'm circling it because i think it's about to spawn because of the blue circle that's already there, but what's actually happening is that the center bomb is nowhere near spawning and it's just a picture.
2. the bottom bombing entrance seems to be the most viable for bombing. the middle one is alright for lobs. however the top one is near useless (takes the longest, and is close to planes spawning). to fix that, make it so that you can lob a bomb through it from outside the plane spawn area.
Sarah Palin
12-29-2009, 01:45 AM
The top, two-tunnel bombing route is a really neat idea, it's too bad that the spawn point is located there... not sure where to relocate it though.
classicallad
12-29-2009, 09:23 AM
Mikesol would own bombing on this map :P Good work Hartz i look forward to trying it.
Hartz
12-29-2009, 11:46 AM
Hello again!
Taking all of your suggestions (thanks again!) into consideration, i modified my first map.
As you can see from the picture (my first post) i increased the size of the holes in "base wall". About the upper hole, i never intended it to be a proper bombing route. I thought it should be used as a shortcut when you need to protect the base from attackers coming from the lower part of the map.
I also added one hole into the "bomb spawn wall" and reduced the length of the "outer bomb spawn wall" (lol... i donno how else to call them xD). So, it is now much easier to bomb.
I changed some of the colors so they would blend better in the background and not be so distracting. The chains remained pretty much the same, though (there are not so many of them and they are logically located (imo xD) so you won't have any problems thinking if they can be penetrated. It can't be worse than the hidden passages in TBD_Heights? Right? ;))I also increased the contrast of the collidable walls a bit. Im not sure about the black borders around the collidables... I could do it but i doubt it will have any significant effect.
It played quite fine with expert bots, so i hope it would play as well with real people :)
You can get the new version of TBD_Nuclear from my first post.
Taking all of your suggestions (thanks again!) into consideration, i modified my first map.
As you can see from the picture (my first post) i increased the size of the holes in "base wall". About the upper hole, i never intended it to be a proper bombing route. I thought it should be used as a shortcut when you need to protect the base from attackers coming from the lower part of the map.
I also added one hole into the "bomb spawn wall" and reduced the length of the "outer bomb spawn wall" (lol... i donno how else to call them xD). So, it is now much easier to bomb.
I changed some of the colors so they would blend better in the background and not be so distracting. The chains remained pretty much the same, though (there are not so many of them and they are logically located (imo xD) so you won't have any problems thinking if they can be penetrated. It can't be worse than the hidden passages in TBD_Heights? Right? ;))I also increased the contrast of the collidable walls a bit. Im not sure about the black borders around the collidables... I could do it but i doubt it will have any significant effect.
It played quite fine with expert bots, so i hope it would play as well with real people :)
You can get the new version of TBD_Nuclear from my first post.
Niko0olas
12-29-2009, 12:14 PM
i think u hv to add the space u removed..
bt a bit smaller...so the 2 tunnels will be bigger.
bt a bit smaller...so the 2 tunnels will be bigger.
nesnl
12-29-2009, 12:45 PM
Couple of things I might suggest. But first, I think the changes are for the most part good. The map is a bit more open now in places before that were really choke heavy.
Anyway, I think that the two metal rods (or whatever you want to call them) that you can fly underneath inbetween the two outer circles should have its outline reduced a bit. It still has a rather distinct dark grey outline that makes it look collidable. Maybe if that color were closer to the rest of the rod it would be easier to tell.
Also, I think you should move the powerups that are on either side of the map and put them in between those two metal rods. Right now the power ups are basically too close to the bases and aren't really in a good area for other teams to contest them. I think that by moving them closer to the center you will see both teams trying to get them instead of just one.
Also, I thought the "This Team Failed" signs are pretty funny.
Anyway, I think that the two metal rods (or whatever you want to call them) that you can fly underneath inbetween the two outer circles should have its outline reduced a bit. It still has a rather distinct dark grey outline that makes it look collidable. Maybe if that color were closer to the rest of the rod it would be easier to tell.
Also, I think you should move the powerups that are on either side of the map and put them in between those two metal rods. Right now the power ups are basically too close to the bases and aren't really in a good area for other teams to contest them. I think that by moving them closer to the center you will see both teams trying to get them instead of just one.
Also, I thought the "This Team Failed" signs are pretty funny.
Hartz
12-29-2009, 04:23 PM
i think u hv to add the space u removed..
bt a bit smaller...so the 2 tunnels will be bigger.
If you mean the wall in front of the base, then i think it should stay as it is (one big hole), because it would be too hard to bomb otherwise (especially for new/unexperienced players).
... the two metal rods ... should have its outline reduced a bit. It still has a rather distinct dark grey outline that makes it look collidable.
Also, I think you should move the powerups that are on either side of the map and put them in between those two metal rods.
The metal rods have these darker grey outlines (shadows) because they have been rendered directly from 3d with the lightning i have set up on the scene. I could photoshop these to be brighter, but im afraid it wouldn't look as good as i want them to and they probably wouldn't blend in with the environment anymore. But i'll keep testing with different materials etc and see what i can come up with.
About the powerups, your idea is really good! By putting them there i can lure the players to go through the collidable-looking rods and make them realise that they can be penetrated after all ;)
New version of the map (v1.2) is available in the first post.
What's new:
*Changed the location of the powerup spawn points.
bt a bit smaller...so the 2 tunnels will be bigger.
If you mean the wall in front of the base, then i think it should stay as it is (one big hole), because it would be too hard to bomb otherwise (especially for new/unexperienced players).
... the two metal rods ... should have its outline reduced a bit. It still has a rather distinct dark grey outline that makes it look collidable.
Also, I think you should move the powerups that are on either side of the map and put them in between those two metal rods.
The metal rods have these darker grey outlines (shadows) because they have been rendered directly from 3d with the lightning i have set up on the scene. I could photoshop these to be brighter, but im afraid it wouldn't look as good as i want them to and they probably wouldn't blend in with the environment anymore. But i'll keep testing with different materials etc and see what i can come up with.
About the powerups, your idea is really good! By putting them there i can lure the players to go through the collidable-looking rods and make them realise that they can be penetrated after all ;)
New version of the map (v1.2) is available in the first post.
What's new:
*Changed the location of the powerup spawn points.
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