Feedback wanted for new custom blockout


(RasteRayzeR) #1

Hi folks !

I have posted a new idea in the custom block-out part of the forum :
http://forums.warchest.com/showthread.php/38089-mp_library_vault?p=476696#post476696

I know most people don’t visit us so often, so I post here to get an early feedback before I actually start blocking it out in the UDK.

Please visit the link to the map’s description given above, give feedback in THIS THREAD [SIZE=2]and please vote yes if you like it, and no if you don’t (but in this case post feedback please so we can improve it !)

So, what do you guys think of it ?[/SIZE]


(.N.E.R.D.) #2

I like the Idea of much action on a small map an the basic concept of the map. But I fear that in this state with all those long small corridors and stuff it comes down to massive window camping and the worst spawncamping we have ever seen :wink: In my opinion a spawn point has to have at least 2 ways to soften the spawnrape scenario. I am sure you all know and love the def spawn in waterloo when 8 ppl stand right around the corner :wink:
I see this beeing played almost only from top floor since you are dead meat on the ground with the kill time and so much windows. And the cola can engie and nade can spam the closest window to the spawn really early to enable massive spawnrape. Later on you can even put turrets in the corridor and snipers and 11243124healing stations with 2134234 fops players and and and :slight_smile:
Dunno how to properly get around this. Maybe just one slightly bigger window on each side through which you also can jump down and some Elevators ?


(.Chris.) #3

Isn’t this in the wrong forum section?


(RasteRayzeR) #4

[QUOTE=.N.E.R.D.;476699]I like the Idea of much action on a small map an the basic concept of the map. But I fear that in this state with all those long small corridors and stuff it comes down to massive window camping and the worst spawncamping we have ever seen :wink: In my opinion a spawn point has to have at least 2 ways to soften the spawnrape scenario. I am sure you all know and love the def spawn in waterloo when 8 ppl stand right around the corner :wink:
I see this beeing played almost only from top floor since you are dead meat on the ground with the kill time and so much windows. And the cola can engie and nade can spam the closest window to the spawn really early to enable massive spawnrape. Later on you can even put turrets in the corridor and snipers and 11243124healing stations with 2134234 fops players and and and :slight_smile:
Dunno how to properly get around this. Maybe just one slightly bigger window on each side through which you also can jump down and some Elevators ?[/QUOTE]

The corridors are not small, and in the middle this is a hall with many cover points. The attack has four ways to find a way to plant the first C4 (windows before the vault door, window after the vault door, hole in the corridor, and the ventilation shaft).

Then, the exit to the garage is only accessible from the ground floor, which will force players to come down for the attackers, and defenders also since there will be covers. Also the defending team will have to keep eyes everywhere and be very fast to respond to the attack. Plus it will be too small for the snipers, so hopefully the action will more be made of small groups of mercs with machine guns.

I don’t think so, everyone is welcome to give some feedback, not only the mappers :wink:


(.Chris.) #5

DB General Discussion & Feedback
General feedback about the game.

DB Community Map Ideas
Got an idea for a Dirty Bomb map? Want to get feedback on your layout? Post it here!

Stones and glass houses.


(RasteRayzeR) #6

[QUOTE=.Chris.;476705]DB General Discussion & Feedback
General feedback about the game.

DB Community Map Ideas
Got an idea for a Dirty Bomb map? Want to get feedback on your layout? Post it here!

Stones and glass houses.[/QUOTE]

I see your point man, I KNOW IT

But it’s the only way to get people to give a second of their time to give some feedback, because almost only mappers (and we are not that many) visit the Community map Ideas part of the forum.

So, either you keep on bitching about the fact that this is “not in the right section of the forum” and be useless, or you give constructive feedback about it and be useful. Your choice man


(.Chris.) #7

I just find it amusing after the hard time you gave attack is all.


(rookie1) #8

Toleration to a certain point is the key .
back to topic I think it would like it ,Artistictly can be very nice
gameplay can be ajust along the way …globaly like the idea :slight_smile:


(RasteRayzeR) #9

I find it amusing that you choose to be useless.

I’m not duplicating threads nor creating multiple new threads in the wrong sections. Then as you might have seen, I have created only one thread in the custom block-out part of the forum to keep it tidy and easy to track people’s maps. Moreover, this thread here is explicit and states clearly its purpose. Finally, this is merely a way to get people to notice the work their fellow alpha testers have been doing, which seems fair don’t you think ? After all we put tons of hours of our free time to create content for you (provided they get to the game).

I never picked on Attack for putting a thread in the wrong section, but for doing it multiple times. He understood that and from what I’ve seen he’s doing a great job now because he posts in the right sections and his feedback is read by the devs looking for the information where it is supposed to be.

So you tell me, since you find it so amusing, tell me how this would not have its place in the general section ? It’s a question for everyone, which could provide a solution for white chapel’s doc run for example, and reflect the fact that the doc runs in XT are not feeling great right now by proposing a possible solution to it ? I believe it’s about the lack of interest in doc runs for the moment and about official map designs too, which definitely belongs to this section of the forum. Plus it provides a great way to talk about new ways to make objectives as well as the general feel about the action in XT (which many want to be faster), which again should be posted in the general section.

All these belong here, in the general section of the forum. I didn’t think I had to explicitly mention them, I thought you could figure that out by yourself and engage in a constructive talk.


(RasteRayzeR) #10

[QUOTE=rookie1;476709]Toleration to a certain point is the key .
back to topic I think it would like it ,Artistictly can be very nice
gameplay can be ajust along the way …globaly like the idea :)[/QUOTE]

Agreed for toleration, you speak wisely compared to another person out here :smiley:

I had a few good ideas about the artistic point of view, but that’s for later. Right now it’s about the gameplay it would induce and how this could improve on doc runs. I like the fact that this could be more intense around the objectives.


(bishy) #11

I have to say that although people may not post in that section I’m sure they do visit it! I’ve barely posted in that section but every time there is a new post I do read it and I’d give feedback if necessary.

About the map… I think the first phase would possibly be too hard for the attackers, since the map is quite symmetrical. Maybe it’d be better if the defenders had a slight upper hand which challenged the attackers more?

Also once the attackers have blown the 2nd objective it seems like they could carry the objective to the EV far too easily, imo. How about if there was a path that opened between defenders spawn and the garage (or into the secret passage) after the 2nd objective is blown? I’m sure you could make it easy enough to defend for the attackers using obstacles or whatever.


(RasteRayzeR) #12

[QUOTE=bishy;476723]About the map… I think the first phase would possibly be too hard for the attackers, since the map is quite symmetrical. Maybe it’d be better if the defenders had a slight upper hand which challenged the attackers more?
[/QUOTE]

Not sure I understand what you mean : should it be easier for the attackers or the defenders ?

Then for bringing the docs back to the garage, each team can go down on the ground floor. The defending team could play with that and wait for them to try to escape and intercept the carrier when exiting the vault. They could also camp in the vault and organize a defense there. I see what you mean though, I’ll put some thoughts on it.


(bishy) #13

It’s just the map is so even there won’t be any choke points or difficult areas for the attackers to try and get through.

I’d prefer if defenders had an upper hand. You can call that easier for defenders if you like, but if attackers do it right then it’s still easily winnable.


(RasteRayzeR) #14

[QUOTE=bishy;476729]It’s just the map is so even there won’t be any choke points or difficult areas for the attackers to try and get through.

I’d prefer if defenders had an upper hand. You can call that easier for defenders if you like, but if attackers do it right then it’s still easily winnable.[/QUOTE]

The attackers have to get to the ground floor, which gives a clear advantage to the defending team who can remain on the first floor and wipe them as they try to plant on the vault’s door. All objectives could become a choke point if well defended. That’s the magic with purely symmetrical maps


(Wezelkrozum) #15

So, does this mean I’m allowed to create my own feedback thread for Highway in the DB General Discussion & Feedback section? Because I think you turned toward a fragile path here RasteRayzer :rolleyes:

On Topic: I’m not sure if it’s going to work. Are you able to jump out of the windows? I think this is the kind of map where a tiny change can ruin or make the gameplay. And there is only one way to find out if it works, let’s play and tweak!

Pssst, here is my map thread: Highway


(RasteRayzeR) #16

Just do what you want. If I get flamed because once in over 1200 times I do a post to beg for help for a block-out on which I’m not alone to work for once, then I’m done trying to bring new content and ideas. Just post what you want, where you want, when you want.

Yes, you can jump off windows and there will be also a hole in the corridors to get down to the ground floor (maybe). I’m gonna have to block it out and give it a try to know if it works or not, you’re right.

Admit it, you are happy you could do that :smiley:


(WindKun) #17

I can see it grooving’


(acQu) #18

What is the status on custom maps included to xT. As long as that is not clear i would not block out maps. But if there was green light already, then good.

The map itself: well, hard to tell. First: sizes! What are they? How big is a player? Because it very much looks like one big frag fest, like all the other maps, everything happening at one place, at all times, forever!

Additionally it looks like a big maze, lots of extremely close and tight firefights. If fan, then ok. But i can imagine it is way too small. Maybe for a 1v1 map? For 1v1 i think it could work. Or max 2v2.

EDIT also the description sigh The xT univers is really not that good for a good description or background. Secret docs? Ok, what are they? Why are they important? :confused:


(Nail) #19

there’s no green light, but it ain’t red either. I think the state is “we’d like to but…”


(acQu) #20

Yeah, with the shift to Nexon i personally don’t see it happen at all. Precious time probably better spent into other stuff imo.

EDIT sorry for that :smiley: But i personally really don’t see it happen …