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Old 08-05-2009   #21 (permalink)
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I see a few really complicated geo's and places where the wall glitch could be a big problem. Good luck on forging this if you ever get around to it.

As for the design of the map, I really like the center area. I like how you could very easily get from bottom mid to top mid. Also, the arches and walls that cover high parts of the map will really help with blocking line-of-sight.

It also looks like you're using way too many Block, Huges. You might've gotten it so it works out nicely, but from the pictures, you look like you're using too many.

Other than that, it looks awesome.
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Old 08-05-2009   #22 (permalink)
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Just a quick update so everyone has a sense of scale: The object count for the map is currently 278. The budget total for the map is $1366, before the inclusion of lights, objectives, and weapons. I think I will unfortunately need to spend money on the lights, to help with identification, so that will be another large chunk of budget out of the mix before objectives and weapons.

Edit: This is the tally for Rebirth, not Exorbitant. Exorbitant is currently going through a complete overhaul to refine and retool the design to what it was originally intended to be.

Last edited by Cerberus Beast; 08-05-2009 at 13:39.
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Old 08-05-2009   #23 (permalink)
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Old 08-05-2009   #24 (permalink)
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Matty: What is that blue and white thing on your sketchup? A shield door?

I really like the design of the areas in the 3rd and 5th pictures.
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Old 08-05-2009   #25 (permalink)
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@ Cerberus

I really like the round sketchup that you posted. I can kind of see how gameplay would work (flow, LoS, weapons, etc.), but I can't really tell what everything is. I suggest getting some more pics on here so that I (and others) can see the more intricate parts assuming there are some. There first thing I saw that I didn't like was the ring-style flow. That gameplay type is not necessarily bad, but it is common is so many maps. Midship had the style nearly perfected. Since then, people make 2-Base maps with side towers, and that's what I see in your map even thought it is circular. Try to move away from a dumbdowned version of Midship (Ons).

The second sketchup looks more interesting imo. I see from your what you said and your pics that it promotes corner to corner gameplay. That is a more interesting style imo if you can pull it off. About the CTF, I think the idea is a cool one. It would stress teamwork by making it more difficult to defend the flag while making a cap. You have a common place for control (Top Mid), but it's definitely more interesting the side towers. If you do what you say you want to do, it'll play splendidly. I have a few questions. What are you going to do with the bottom? Are you going to have 'tombstones', or more complex geometry? What will motivate players to move to the bottom? Is there power weapons on the bottom? Can players from the bottom effectively take control of top Mid via grenades, power weapon/power up control etc, or not? Right now, it looks more like a death trap the an area.

I hope that helps.

@Matty

Now much to critique here. I see that you thought a good bit about LoS. Is the central area the focal point? Also, I always like to stress that the bottom needs to be a place that allows the downed player to regain control.

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Old 08-05-2009   #26 (permalink)
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@Scope:

I currently do not have a finalized weapon layout for Rebirth, but I can assure you that Bottom Mid is supposed to be a viable means for taking Top Mid. As for the rest of the ground level, here is a picture that shows the flow and LoS for the ground level alone. Note that the wall structures to the right and left are T Walls and Corner Walls that have a slight curve on the ground level, and are there for ground LoS management.


Last edited by Cerberus Beast; 08-05-2009 at 19:20.
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Old 08-05-2009   #27 (permalink)
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Matty, I took a look at your design in Skp a while back when you posted it on Shock's VM (cause im fukin devious like that). What gametypes are you planning on playing with it? It seems like the flow is pretty one-sided
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Old 08-05-2009   #28 (permalink)
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CTF, Slayer, Oddball.

Flow is pretty one-sided?

Last edited by Matty; 08-05-2009 at 19:51.
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Old 08-05-2009   #29 (permalink)
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yeh, seemed like all the ramps went from side X to side Y and there wasnt much going from Y to X. maybe I dont remember it fully
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Old 08-05-2009   #30 (permalink)
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It's intentional. It fits my definition of flow, which is continuity, whereas yours must be player travel. I am going for something along the lines of Headlong, in which there were many cases where to get somewhere you frist had to move in the opposing direction. I just didn't want it so you could just run straight and hope that you find a way up. Most of the shape is specifically defined for flag runs, where the player can move into the middle area and throw the flag over the gap for a team-mate to cap, or run all the way to the back to move back up the ramp onto the capture point.

The only issue at the moment is making sure that each area is capable of supporting fire upon all opposing areas without one becoming too strong.
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