Thread: Sandbox Frailty
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Old 07-02-2009   #29 (permalink)
LIGHTSOUT225
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Join Date: Jan 2008
Location: San Diego, CA
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Quote:
Originally Posted by Hadokenchild View Post
I appreciate your points and I understand your concerns, but there is a method to my madness as I've somewhat covered in the pic descriptions.

1 - The small areas under the middle structure are only about as long as a warthog. So while it is small, it allows the bottom to breathe a bit more than long wall spaces that ultimately could get you killed. These areas have proved extremely useful in games of KOTH. As far as getting to the top goes the structure has 4, 2 each side. I really didn't have much choice to make the "feet" jumpable. Geomerging would have made it too low, using the small corners underneath made them stick out too far and affected vehicle use, and interlocking wedges just ended up adding a gap at each corner that players could get stuck on. So I went with the hop because it's it's an immediately recognizable action to take when you come up to it. The Rockets/OS spans are very open and can be covered with good BRs and sniping.

2 - I think you're only the second person to have issues with the teleporters. Leaving the reciever nodes in the open was pretty neccessary. There needed to be a risk/reward for having the teleporters not only being 1/3 the distance accross the map but also being so close to both the Splazer and the Missile Pod. And with blue base's teleporter completely covered and the grass base's having limited LOS I didn't feel it would balance them out by making them safe on both ends. Also during testing, people getting sniped at the reciever nodes didn't happen too often. If need be I could upload some sessions to FS if you want a looksee.

3 - I will admit I did screw up the vehicles a bit. I laeft them all at their default times, either what was originaly on Sandbox, or manualy placed there. Their positions were just so they couldn't all be easily destroyed, as well as not allowing too many opportunities for someone to be able to jump on top of a vehicle then up to the top of the base.

While I understand your view on eliminating some aesthetics to free up space for other things, almost every aesthetic piece has a function. The exception is the "Relic" spire, but that was made out of remaining pieces of the original Sandbox map that I wanted to use rather than delete them.

All in all believe me when I say that most of your concerns were mulled over while the map was still being built and as testing has showed, doesn't really affect gameplay that much. I do appreciate you pointing out the vehivle issue cuz I completely missed that. Hopefully you can get some decent games on this and come back with a full gameplay review. Thanks again for your time and attention.
My point about the teleporters had nothing to do with safety or risk v reward, just that they felt out of place and didn't match the feel of the rest of the map. I completely get their location and the RvR factor, and I understand and appreciate that. Its just the fact that its just a lone, random receiver node in the sand that makes it "out of place." Place it on a merged block and toss a wall slit behind it.. i dunno something to make it seem like an actual part of the map. You don't have to compromise the risk v reward or LOS to make it fit in with the rest of the map.

About the central structure, you may have to play with its design a bit in order to achieve some ramps. It might not be as easy as just adjusting the one you have with a piece or two, but the no-jump factor is a pretty elemental part of solid map design. You can take that or leave it, but its pretty hard to argue that a couple ramps wouldn't make the structure more user friendly and MM compatible. Its something you should take a hard look at if your ultimate goal is to get this into MM. If thats not the case, then you don't have to really worry about it.

Ill get some games on it later today and get back to ya. Excited about it

Last edited by LIGHTSOUT225; 07-02-2009 at 02:05 PM.
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