Desert Temple 3 announced - IDEAS & FEEDBACK NEEDED


(Marko) #1

Hi,
I’ve posted this on my mapping forums:
http://swat-clan.com/marko/forums/viewtopic.php?p=7391#7391
Please have a look at the changes and post anything you think needs added / changed in the map for the next version :slight_smile:
thanks for your time, best regards :beer:


(flashkillaman) #2

Alright!!!
cant wait to play it!!!


([cvd]ChickenHawk) #3

My biggest gripe with this map is that it is too long. Typically we have our campaigns ~25 mins/map and it just seems like it is more like a 40+ minute map. Don’t get me wrong, it is a really great map :clap: . I just wish that there was a way in the game to specify individual map times per map in a campaign :frowning: .


(Marko) #4

hehe well the fact of having the tank bridge crates on the allied side of the canyon would justify us reducing the round time to 25 minutes instead of 34. The tank could also be made slightly faster so there’s still time for a fight in the temple :clap:


(flashkillaman) #5

Maybe you should make the rope bridge also bloweble by satchel


(Ubiquitous) #6

The major issue I have with Desert Temple is the rather poor framerates that I have on the map. I dip down into the 15-30 range for most of the wide open portions of the map. If you can find a way to curb the fps issues, the map would be a lot more interesting.


(^POTATO) #7

Make it so that specs cant go above the temple (where the openings are above the traps). I like this map though.


(S.S.Heirpie) #8

You can come on our server and ask the players what they would like to see…I run both Temple and temple2 just to mix up the players a bit… and no need to speed up the tank…as you can do this server side via the g_moverscale…we have ours set to 1.5 so it is a bit faster…Im not sure you can add anything else to this map?? it is very popular now…

I do have 3 suggestions, but dont know if it can be done, how about some quicksand in a few areas and maybe add another well??? and where the revine is, take the water around the corner where the health and ammo racks are make steps up the ravine to the side…???
PIE


(Marko) #9

hmmm it might be cool indeed :smiley:
thanks for your feedback guys, I’ll be working on FPS first because I did get a few guys requesting an improvement, especially around the first tank barrier.
Thanks again, I’ll get back to you once I’ve been through all the other forums & discussed it with JimBob :beer:


(ter7997) #10

need more health and ammo cabinets thats all i can see so cause sometimes the field ops are not doing thier jobs


(S.S.Heirpie) #11

Just one more suggestion…

Make a allied buildable rope ladder on the temple, that way the axis have to also watch the temple, this will keep both teams on there toes…


(flashkillaman) #12

maybe you can do something about the black/yellow z-fichting in the wall [/img]


(Marko) #13

hmmm that buidable rope thingie could be really cool indeed. I’ll see what it would look like.
Where did you see zfighting? I’m really willing to correct any Z fighting bug


(flashkillaman) #14

here:


(Marko) #15

thanks for the screenshot. It’s quite weird and I also just noticed it. Could it be due to some kind of fog clipping? I have nothing else than the wall brush at that area
Anyhow, I’ll look closer to this and try to remove the bug :banana:


(WarHawk) #16

A shorter route for the tank and a few more barricades, to make it intersting maybe some mg’s’ next to the tank barricades. In the house with the command post there sould be a ladder to the top with another story(with walls) with health + ammo cabinets.

   Make it like kung fu grip and make like a shute that axis can jump in and go behind the barricade protecting gold.

(Superfreak) #17

At the second set of spawns, I think Axis spawn time should be raised somewhat, or maybe move the first barrier a bit closer to the allied spawn. I keep seeing the tank stuck at that barrier - the Axis have an open area beyond to manuever & arty/airstrike/panz the barrier, while the allies have a tight road & tiny passages to get by the tank & plant the barrier…Similarly, the second barrier is almost useless to axis - they can’t really get out there & defend or rebuild it…maybe move that one a bit closer to the temple. Just a few ideas.

Oh, and MORE TRAPS :slight_smile:

Superfreak[Ballz]


(Marko) #18

hahaha yeah we’ll fiddle around a little with the barriers’ positions then… We probably won’t touch spawn times but maybe move axis to the back of the fort so they have a little more running to reach the barrier… :drink:


(flashkillaman) #19

How did you make the caves?


(Ice-Colder) #20

Maybe add health and ammo cabinets a little more around the map