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Old 08-26-2009   #11 (permalink)
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Quote:
Originally Posted by Snipez View Post
I love maps like this with different floors, big and with un-bordered pathways. This one looks epic! nice job, definate dl

haha thanks for the comment, i tried to not have too many un bordered pathways, (who likes falling off?) so most bits are actually borderd with the exception of the bridges to the right of the bases which are meant for quick access to the base, not combat.
you can also jump from these bridges to the bottom of either base.

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Old 08-27-2009   #12 (permalink)
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hi me again. i was just thinking, when i played this map I fell off loads, that might be because I have a bad sense of direction but u no...

my ideas include, putting some barriers around the central structure.
and barriers (out of wood bridges) on the area near sniper with the large wood bridge

think about it
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Old 08-28-2009   #13 (permalink)
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Originally Posted by Esposito 14 View Post
hi me again. i was just thinking, when i played this map I fell off loads, that might be because I have a bad sense of direction but u no...

my ideas include, putting some barriers around the central structure.
and barriers (out of wood bridges) on the area near sniper with the large wood bridge

think about it
haha yeah that can happen, IMO the significant fighting areas are bordered, and I tried to make sure that there were no long stretches w/out barricades (except the wood bridge I described above). also, the middle section is sort of meant to not have loads of cover in the rush for Ovi, but ill think about that idea.

My main concern is, once barriers are involved u get this shape ,_, which allows grenades to get in, and stay in a lot more easily. its hard to get the balance right. finally, this isnt intended to be a mega BR 4-shot strafe-like-crazy map. but a unique take on base to base combat as either side advance to safe spots (bottom mid/sniper)

i hope this makes sense?

3rd Command's Maps In Progress Visit Our Website HERE
Das Boot - 100% complete
Obelisk - 100% complete
Edification - 100% complete
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Old 08-28-2009   #14 (permalink)
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In regard to you asking where the forging appears to be a bit sloppy,

In your third picture, (looking straight down) you can see your path slowly moving over bit by bit on each block, guide blocks help keep your paths straight (or even with a curve if applied correctly.)

I am willing to bet your wall floors are curling on you and creating bumps, using tall or huge blocks for floors create a much better result.

I'm sorry, I just don't see what the other's raving about this map are seeing, I am almost positive I can see a couple of bumps in the map that might even send you off the edge.

6.5/10 as well, create a v.2
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Old 08-28-2009   #15 (permalink)
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Originally Posted by CaptainSnowy View Post
Nice map, looks like some of the ones that bungie likes to add to the playlist. I'll probably end up downloading in like a day. The entirety of the map is well made and looks like something I'd play on for whem my friends and me just gata fight eachother. And i'm very jealous of you for this. I can only think of basses with roofs and defences and stuff never intrecate walkways or random cover and the like that makes maps good. Great work on it though 5/5
He took the words right outta my mouth. I think your bases are both totally epic wins.

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Old 08-29-2009   #16 (permalink)
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Quote:
Originally Posted by Noxiw View Post
In regard to you asking where the forging appears to be a bit sloppy,

In your third picture, (looking straight down) you can see your path slowly moving over bit by bit on each block, guide blocks help keep your paths straight (or even with a curve if applied correctly.)

I am willing to bet your wall floors are curling on you and creating bumps, using tall or huge blocks for floors create a much better result.

I'm sorry, I just don't see what the other's raving about this map are seeing, I am almost positive I can see a couple of bumps in the map that might even send you off the edge.

6.5/10 as well, create a v.2
actually, after following an extensive guide as to using double walls on Bungie [dot] net. the wall floors are perfectly fine.

also, which bit in the third photo? it all looks relatively straight to me...
due to merging in different areas, some paths may have to be a little crooked in order to join up, you must remember i was at my budget/object limit!
finally, unless you point it out to me, im pretty certain that no bumps 'send you off the edge'!

thanks for the comment, and a v2 might well appear once i've had more feedback

3rd Command's Maps In Progress Visit Our Website HERE
Das Boot - 100% complete
Obelisk - 100% complete
Edification - 100% complete
No Escape v2 - 100% complete
Espo's Rink Of Fun - 100% complete
Solitude - 100% posting soon
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Duality - 90% aesthetic work
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Old 08-30-2009   #17 (permalink)
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well done with getting your map into PSL! good stuff!
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Old 08-30-2009   #18 (permalink)
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First thing: You need at least SOME guardrails if you want to build a skybubble map that uses multiple catwalks. A lack of them will put many people off instantly. Those aesthetic structures around the map are not really necessary and I'm sure you could use the items to improve the overall gameplay of your map.

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Old 08-31-2009   #19 (permalink)
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Originally Posted by Meteor View Post
First thing: You need at least SOME guardrails if you want to build a skybubble map that uses multiple catwalks. A lack of them will put many people off instantly. Those aesthetic structures around the map are not really necessary and I'm sure you could use the items to improve the overall gameplay of your map.
yeah there are quite a few guardrails, in the places that lack them, its usually done for a reason

to the right of the bases (with SMG plasma rifle combo) the intention is run-n-gun into the base as quick as possible as these paths lead into the base and also can be jumped from into the bottom of the base.
with some places, the addition of guardrails makes it like this ,_, with any grenades easily getting caught in between, which, on thin bridges, makes insta-1-shot. which i did not want to happen.
However, a lot of people have mentioned this so if/when I get round to a v2, the aesthetic structures will have to go1
thanks for the comment!

3rd Command's Maps In Progress Visit Our Website HERE
Das Boot - 100% complete
Obelisk - 100% complete
Edification - 100% complete
No Escape v2 - 100% complete
Espo's Rink Of Fun - 100% complete
Solitude - 100% posting soon
Erudite - 100% posting soon
Duality - 90% aesthetic work
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Old 09-01-2009   #20 (permalink)
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i just played this for 4v4, and it was SOOOOOOOO much fun, really good job!!! 5/5
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