BEACH Beta 2 now available for testing.


(kommando) #1

Screens and pk 3 here

http://voiseymms.com/kommando.htm


(Pog'S) #2

Hi,

It’s hard to judge the map from the screenies, soem are really dark. I suggest that you rework them in an image editor to lighten them.


(kevinski) #3

You should submit your file to RtCWFiles.com. You’d probably get much more feedback that way. Anyway, I played your map a bit, but not really enough to give much feedback. I think you should definitely take care of the overlapping brushes, though, as it creates a lot of graphical glitches like flashing textures and such. It’s much more evident on the fences.


(Velorum) #4

a lil feedback for ya

Look and Feel:

  • Plenty of missing textures.
  • 1 orange blocks near the transmitter still exists
  • Small hole in the cottage immedietly past the destroyable wall *the wooden one
  • Many glitches
    • theres a floating piece of brick in the transmitter room
    • The swinging fence looks awful
    • in the second cottage on the path from the wooden wall a piece of grass is sticking in the middle of the door
    • in one of the cottages the door’s base goes through the frame structure
  • textures in general look too bland and repetitive

Gameplay

  • The teamdoor is almost useless…because it is facing away from on comming troops. If the axis were going to charge they would use the wooden gate instead of the teamdoor.
  • Approaching allies wouldn’t bother with the team door because the gate is closer
  • all in all the team door is rather worthless
  • The dynamite wall metal is almost worthless as it stands. Somewhere along the canyon to the chatue is a small slope that allows anyone to bypass the wall altogether. *so in reality i could be a soldier break the wooden wall…get the docs and scale the mountain to the right of the metal wall and make it safely to the transmitter. never having to blow the metal wall… *so you may want to raise the slopes along the path to the chatue

All in all this map is interesting…but still needs a lot of reworking.


(kevinski) #5

Wow, I didn’t even notice that floating brick in the cottage with the transmitter. However, after looking at the problems noted above, I went on a little scavenger hunt of my own.

Nearly EVERY barrier in the map is useless. You should seriously consider creating steeper slopes along the outside of the map, because you can reach nearly every single point in the map. Whether or not you planned it that way, it could lead to some serious exploits during matches. Anyway, if you see a piece of land in this map, you CAN get to it and stand on it, even with normal gravity.

You can bypass the fence with the swinging gate. You don’t need to dynamite the destroyable wall. You can find an alternate way into any area. You can even get on top of the cottage with the docs. Hell, you can even get behind it (and get stuck, might I add). There’s no obvious way to escape the courtyard or whatever that is behind the cottage. And why’s that floating brick back there, too? o_O

Anyway, for some reason, I really like this map. Even though it’s VERY flawed, I like the fact that it doesn’t really require an engineer, with the exception of building the transmitter. Sadly, it’s too hard to defend anything in the map if you’re playing as the Axis, though. For instance, after getting the docs, you don’t even need to backtrack through the defenses. You just jump past the cottage on its left side, then fall into the water below. After that, you can sneak back to the transmitter more easily.

That brings up another issue. Sure, the hills at the beginning of the map seriously reduce the possibility of long-range spawn-killing, but how are the Axis supposed to retrieve the docs if the docs carrier takes the escape route behind the docs cottage? They have too far too travel, in my opinion.

Anyway, as I said, I like this map. Why? Because I’m planning to create a very open-ended map like it. The difference? I actually plan to allow people to bypass dynamite objectives on purpose, although it WILL require a decent amount of skill. I mean, I’m not too great at doing trick jumps, yet I was able to bypass every single barrier on your map. Not good.