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04-05-2009
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#11 (permalink)
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Member
Join Date: Nov 2008
Location: California... SexLife: Active
Posts: 301
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Very good. Wow where can i start. It's definitly a plus that this is alittle different from the run-of-the-mill conquest map.. I'm so glad that there is more than just one walkway, giving alot more oppurtunity for map control.. I also love how you used the small block portions to hold the BR's and Grenades, instead of the invisible weapon holder trick, it seems alot more aesthetically pleasing.
On the subject of aesthetics, i understand that you got the idea of the jail cells from another map, sorry but i can't think of the name, and i think that yours are much more useful and work with the map.. Also, its awesome to see a Sandbox map that is interlocked and not just thrown together like most nowadays.
Very successful map, and a great add to conquest maps.
5/5
EDIT: wow.. map map map map map. Said that too much :L
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y would you wanna go out, zombiez r there? fine ill make another one.......you know what no way im not wasting my time if you dont like the map your problem,if you do good. y do you have to b so picky. i dont care im not gonna do nothing.
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i <3 Bipolar people
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04-05-2009
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#12 (permalink)
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Member
Join Date: Jun 2008
Location: United States
Posts: 309
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This map looks very interesting. Maybe a little bit cramped up but it looks like it would be fun. The jail cells are very original, looks like they would add a little havoc to the game. Great map. 5/5
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04-06-2009
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#13 (permalink)
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Schwag
Join Date: Jan 2008
Location: Boston,Ma
Posts: 1,997
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Quote:
Originally Posted by uF HaVoK
Very good. Wow where can i start. It's definitly a plus that this is alittle different from the run-of-the-mill conquest map.. I'm so glad that there is more than just one walkway, giving alot more oppurtunity for map control.. I also love how you used the small block portions to hold the BR's and Grenades, instead of the invisible weapon holder trick, it seems alot more aesthetically pleasing.
On the subject of aesthetics, i understand that you got the idea of the jail cells from another map, sorry but i can't think of the name, and i think that yours are much more useful and work with the map.. Also, its awesome to see a Sandbox map that is interlocked and not just thrown together like most nowadays.
Very successful map, and a great add to conquest maps.
5/5
EDIT: wow.. map map map map map. Said that too much :L
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Thanks man, glad you like it.
As I stated in the OP, Titmar was the one who came up with the jail cells idea. He actually released it to the Hub Pub before he released his map and told everyone it could be used for whatever. Jail cells in a Conquest map came to mind and I implemented it. So once again, props to Titmar :0)
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04-06-2009
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#14 (permalink)
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Senior Member
Join Date: Dec 2007
Posts: 981
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Quote:
Originally Posted by Creep1ng De4th
If you aren't familiar with Conquest it was originally created by AZN FTW, but has gone through many tweaks over the last year +. Most of the map is traditional as I stated, but the addition of the tele boxes is not typically traditional, however it is used a lot. I also chose not to include a custom powerup in this map. The center design is not conducive to allowing a centralized item, so I just left it out.
Speaking of the center design, it is what makes this map unique from others. Instead of having an open tunnel or area to fight in I have designed a 6 way tunnel for more varied and claustrophobic center territory fighting. This adds a new and unique feeling to the traditional run to the center and die tactic since you are now able to flank around and surprise an enemy in an opposing tunnel, or just sneak by to surprise and engage from a different angle. The center territory is actually pretty large and in turn this map could support up to 2 teams of 6, although 4v4 or 5v5 is probably the sweet spot.
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You know it may be against tradition, but I'm sure it plays nicely. Regardless of the fact that you can sneak around enemies in the center, it looks as if a player can have line of sight down mosts of the hallways so, it shouldn't be that big of a deal. I personally would have put in sideways wall slits for the tunnels. It may be less aesthetically pleasing, but it allows players to be aware if they are about to be flanked, so that way you can take away some of the trickery that Conquest strays away from.
As for the teleporter box, the main reason that I have something against it is because it takes away the brute force focus from the center and puts a damage dealer where it doesn't mean much cuz you don't have a team with you. I'm not sure where the telebox is located exactly, but if it is located in a way to effect the center territory, then the tele box wouldn't be bad at all for gameplay. Say, but the jail on the opponent's side of the center territory... just how I would do it.
Overall a nicely done aesthetic map, but I can't judge the gameplay just yet. I just hope that you kept with the whole territories setup that makes Conquest what it is (territories covering every bit of the main flooring, basically every territory touching... the reason for this is cuz Conquest is a fight for land, if you earn a territory you should have the right to utilize it's corner/cover advantages while still contesting it). The weapons looks like they were placed well and visual identification is very important in Conquest or any map for that matter to increase the variety of weapons utilized in maps...
I will download and look over it with the certification team and let you know what we think of it...
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04-06-2009
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#15 (permalink)
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Schwag
Join Date: Jan 2008
Location: Boston,Ma
Posts: 1,997
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Quote:
Originally Posted by AZN FTW
You know it may be against tradition, but I'm sure it plays nicely. Regardless of the fact that you can sneak around enemies in the center, it looks as if a player can have line of sight down mosts of the hallways so, it shouldn't be that big of a deal. I personally would have put in sideways wall slits for the tunnels. It may be less aesthetically pleasing, but it allows players to be aware if they are about to be flanked, so that way you can take away some of the trickery that Conquest strays away from.
As for the teleporter box, the main reason that I have something against it is because it takes away the brute force focus from the center and puts a damage dealer where it doesn't mean much cuz you don't have a team with you. I'm not sure where the telebox is located exactly, but if it is located in a way to effect the center territory, then the tele box wouldn't be bad at all for gameplay. Say, but the jail on the opponent's side of the center territory... just how I would do it.
Overall a nicely done aesthetic map, but I can't judge the gameplay just yet. I just hope that you kept with the whole territories setup that makes Conquest what it is (territories covering every bit of the main flooring, basically every territory touching... the reason for this is cuz Conquest is a fight for land, if you earn a territory you should have the right to utilize it's corner/cover advantages while still contesting it). The weapons looks like they were placed well and visual identification is very important in Conquest or any map for that matter to increase the variety of weapons utilized in maps...
I will download and look over it with the certification team and let you know what we think of it...
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Thanks man, glad you wanna take the time to check it out.
I did what I could with the territories, unfortunately to be able to keep the flags inside the map I had to allow a gap between territories. They aren't huge and I left them in areas that you can't camp and take advantage of the location. I am still weighing the option of putting them on the outside to allow overlapping territories, but as of now if I try and do that they overflow into the teleboxes and the center territories where you can contest them.
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04-07-2009
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#16 (permalink)
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Member
Join Date: Nov 2008
Location: Ohio (USA)
Posts: 268
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hey man very nice conquest map I'm not going to let this die that easy =P. M yonly question is how the heck did you do those bars?
Check out this website: Forgebattle.com
My epic maps:
BlackHeart!
Quote:
Originally Posted by Arbacca
Simple, sleek, sexy. All of the characteristics of a fine woman.
The one thing I would do is redesign is the nuclear reactor, I just don't like it, and there is probably a better way to do it. It's like the fine woman mentioned previously with an early case of herpes. Horrible, but curable.
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04-07-2009
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#17 (permalink)
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Junior Member
Join Date: Nov 2008
Posts: 92
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I was in a custom game the other day and someone decided to load up this map with conquest v4. I have to start by saying i strongly disliked the center territory, it did not seem to flow well and allowed lots of flanking as well as the opposing team running straight past and into the other territories. I did however like the starting hallsways(the wall slits with colored columns really made we want to protect the territories) They had a good "conquest" feel to them and were only complimented more by the great looking weapon areas. The teleporter boxes are a really nice look to an old idea, i always thought teleboxes were meant to only hold one person, and these seem to trap a large amount of people if you choose not to kill them.
All in all i would say to truly fix this map you would have to change two major things:
1. Make the teleporter boxes only available for use by one person at a time, maximum.
2. Change your center territory by removing either the middle set of tubes, or making it 3 larger tubes side by side.
I I I I I I I.......I...I...I...I
...............Vs..I...I...I...I
I I I I I I I.......I...I...I...I
Either way i think it will make the map flow a little better.
All in all i have to say it just was not fun for me to play conquest on this map, until this gets updated to be more fun to play i'm just going to leave it in the pile of conquest maps that look great but just are not fun enough to make room on my HD for.
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04-07-2009
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#18 (permalink)
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Mongoose Master
Join Date: Jan 2008
Location: San Diego, CA
Posts: 6,585
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I dont think he needs to update anything. Its cool if its not your personal style, but he said stated in the OP that its not completely a traditional conquest map, and never was intended to be. He executed what he set out to do very well and I find it to not only be a lot of fun, but also a refreshing take on what can sometimes be the monotony of Conquest. The tele-boxes being that large are only a problem if your team doesn't communicate (which can happen in some games from time to time, but its no ones fault but your own).
Great job Creep, I really dig the overall atmosphere the map provides, and I dig the non-traditional take on the central territory. awesome.
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04-07-2009
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#19 (permalink)
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Schwag
Join Date: Jan 2008
Location: Boston,Ma
Posts: 1,997
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Quote:
Originally Posted by Ell3ment
I was in a custom game the other day and someone decided to load up this map with conquest v4. I have to start by saying i strongly disliked the center territory, it did not seem to flow well and allowed lots of flanking as well as the opposing team running straight past and into the other territories. I did however like the starting hallsways(the wall slits with colored columns really made we want to protect the territories) They had a good "conquest" feel to them and were only complimented more by the great looking weapon areas. The teleporter boxes are a really nice look to an old idea, i always thought teleboxes were meant to only hold one person, and these seem to trap a large amount of people if you choose not to kill them.
All in all i would say to truly fix this map you would have to change two major things:
1. Make the teleporter boxes only available for use by one person at a time, maximum.
2. Change your center territory by removing either the middle set of tubes, or making it 3 larger tubes side by side.
I I I I I I I.......I...I...I...I
...............Vs..I...I...I...I
I I I I I I I.......I...I...I...I
Either way i think it will make the map flow a little better.
All in all i have to say it just was not fun for me to play conquest on this map, until this gets updated to be more fun to play i'm just going to leave it in the pile of conquest maps that look great but just are not fun enough to make room on my HD for.
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It's cool man, as I said in the OP this was meant to be a semi traditional map, with the symmetric sides and linear path. The center was meant to be different from the traditional open area or tunnel and allow you to pass through or stay and capture if you want.
I toyed with the idea of making the tele-jails 2 way so you don't get stuck in there and I may still do that. All in all I recognize that this is not built with 100% traditional gameplay in mind but rather to be a sort of remix. Conquest maps do start to all look and feel the same after a while.
Thanks for trying it out and offering some feed back though, it was much appreciated.
Quote:
Originally Posted by LIGHTSOUT225
I dont think he needs to update anything. Its cool if its not your personal style, but he said stated in the OP that its not completely a traditional conquest map, and never was intended to be. He executed what he set out to do very well and I find it to not only be a lot of fun, but also a refreshing take on what can sometimes be the monotony of Conquest. The tele-boxes being that large are only a problem if your team doesn't communicate (which can happen in some games from time to time, but its no ones fault but your own).
Great job Creep, I really dig the overall atmosphere the map provides, and I dig the non-traditional take on the central territory. awesome.
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Thanks man, glad you like it. I enjoy the occasional off shoot and I know you do to, it's always fun to change it up a bit when possible.
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04-07-2009
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#20 (permalink)
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Senior Member
Join Date: Dec 2007
Posts: 981
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Definitely not a traditional Conquest. lolz... anyways. I really liked the first few territories on each side, they were very well done. I feel weird about the weapons being on the walls, but whatevs. Something that I felt could be fixed would be the SMG on the wall. If there is two it doesn't look like it. And if you think about it, if you see a single SMG, are you really going to want to pick it up right away? Probably not, so I feel it would be better presented on the floor in a pair, but that's just me.
As for the jail cells... they offered some laughs... I love running by people stuck in there. I think it would definitely play much better as a two way, so you have the option to jump forward and shoot, but sacrifice advancement, or you can just walk straight. Also you might want to recheck your territories. Blue team was able to contest and capture from inside their jail cell.
As for the center... simply put, I was frustrated. If you were trying to protect the territory you to stop them you ahve to leave the long tunnel, then find which tunnel he is in, AND THEN kill him. It's not really that it is against Conquest... it was just a frustrating feeling. Also it was really easy to sneak past a team then capture all of their territories until they died and they killed me from their start point. So yeah... Ellement's idea was alright... I'm not quite sure right now how I would suggest to change it to make it flow better. But if I think of something I will let you know...
Plus side... map is freakin' GORGEOUS!!! As per usual creeping... ;)
Last edited by AZN FTW; 04-07-2009 at 19:51.
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