golddays_v2----->v3


(die die) #1

well my first map is in V2
its currently hosted @ arctic warfare server, ip:129.242.80.58
dont know how long it will b running there tough

u can grab the map @ http://new-etmaps2.de/maps/golddays_v2.rar
or http://www.student.uit.no/~paalde/games/aw/maps/etmain/golddays_v2.pk3

changes from b3 include: a new tunnel system(gives axis a third route to the gold), axis sniper tower,and a secret weapon.

[edit]

objectives:

Axis
:Build waterpump
:build commandpost
:build ladder
:dynamite the basement door
:dynamite the basement acsess(trough tunnel system)
:build the snipertower
:get the goldbars to the truck(3 goldbars)

Allied
:Build the basement wall
:stop axis from building the ladder
:disable the waterpump
:stop axis from taking the goldbars

screenshots



(P4nth3r) #2

pics sure looks nice ^^


(Pytox) #3

Going to test it out! :slight_smile:


(P4nth3r) #4

Hey,

Just tested it.

Looks like a very good map, don’t know how I will react in larger groups, but it’s not bad.
One thing : don’t know if you did this on purpase, but you can swim trough the water tunnels without drowning. (it’s not really a bad thing)

Good map,I like it allready.

Greetz Panther


(die die) #5

i know u can swim thru one of the tunnels without drowning, but u cant swim thru the one that leads to the allied basement:)
themap is on a server (129.242.80.58 ) and the v2 version seems more balance when there is 20 people on it
but it always runs down to people knowing the objetive:P seems alot of people dont look at the limbo menu to look for objectives:P
thx for the feedback:)


(bloodwire) #6

I think that the main problems we are facing today is that players would rather run around like headless chickens shooting at eachother getting the higest frag count than pressing ‘L’ to find out what they have to do. Heck, I mean, I’ve played with players who’ve played my easy, straightforward pong map and after playing the whole map, they still did not know what to do.

Maybe we should start setting up huge posters like:

ALLIES NEED TO BLOW THIS UP -------------->
AXIS NEED TO PROTECT THIS ------------>
<------------ AXIS SHOULD STEAL THIS

And so on? And the map implementation has to be straight linear (constant move from south to north, with no inside corridors or mazes that confuses players…


(die die) #7

anyone got any tips on what needs to b fixed on the map?
i know the commandmap needs fixing for the final version, but some more feedback would b welcome:)

die die


(Yatta_Yatta-O_o) #8

heh bloodwire, thats what in intend to do in the map im working on =P
Since theres quite a few things to do in the maps, and knowing limbo objectives readers are a limited audience, Ive tought about adding very obvious signs, arrows & stuff, if possible with a quite funny tone (handmade pannels, big post-its …).

Die die, about your map, it looks quite good but it might be a lil too short (what about adding some sort of enclosure that would set the house domain, and would be the first difficulty (gate to blow ?) for attaquers), and theres large unused parts. Maybe you should add some more circulation stuff - so the player can/have to move arround … think of obstacles that it is interesting to place :

  • Breaking monotone straight path
  • Interesting in fights (can hide behind or go arround)
  • Does not reduce mobility too much
    (but avoid crates ! you’ve already used too many of those !)

Destructibles are too strong ! Especially windows ! Plus players usually tend to destroy stuff with their knife so they dont waste ammo … being unlogically hurt doing that will feel bad.

Last, the posters … eek ! Some might be ok (war time posters) but the others doesnt even look like posters … like that booby girl one at the gold, wich is also a lack of taste, since its totally unrelated to the game and doesnt help feeling “inside” the game. Girl posters are ok as long as they look like posters, not plain square pics. Plus, all the posters are oversized, wich also doesnt look credible.

The map look good but just need a lil more gameplay and less “funny” stuff. =)


(bloodwire) #9

I think the boob girl was there to draw attention to that spot. Personally I would probably make that picture double size and make arrows pointnig down at gold (cleavage if you want) and then type “gold here” above.

As for the non-existant limbo readers, I’m not sure whether it is because they don’t care about the objective and would just rather run around shooting at eachother, or if it is because of their inability to read. From what I’ve seen on my server (arctic warfare) it seems like it is a little of both.


(die die) #10

thx for the reply guys

and ur right blood the “booby girl” picture where there to get some attention to the gold…
for thoose people looking at the limbo menu,and saw that picture… id take it theyd try to find it:D
alot of people playing the game its all about gettin most frags and not about winning the obj:(

@ yatta ur right about the windows,that will b fixed,and also the huge explosion if you destroy the girly picture,
and i guess i need to remove the secret weapon too,or atleast move it somewhere else


(P4nth3r) #11

I think most players want to learn the map objective by just following the rest and learning by doing.
Unforunatly that isn’t the best way, specialy not when the defending team DOES know what to do and defence good.

I have seen maps that put the obj in the loading text on the right side of the screen (people always read that when loading)
I have also seen maps that tell the objective on the loading map screen.

Greetz Panther aka Way2Evil


(Dazzamac) #12

I never read to objectives in the limbo menu. I follow the command map and i tend to learn a map very quickly by that method.


(Yatta_Yatta-O_o) #13

Its true most players on new maps will just “follow the mass”. The mass being lead by the one runing in the front. Wich leads to unwanted results when the sheeps leader doesnt know the map (or know but want to do particular stuff (building CP or others)), and go the wrong way … The team gets dispatched in random points in the maps, and thats usually more dommageable to the defending team than the attacking one. Anyways, players always get attracted by action and eventually ends up understanding which team goes in wich direction.
To avoid this problem (not knowing where to go at spawn) it is important that the spawn direction / corridors / natural way is the good one (ie the most obvious way is the right one). For forward spawns, you can set different angles to the spawn points of both team, giving a clue of where to go for the team capturing this spawn zone. However, I would say defense orientation is prioritary, since when the attacking team captures the zone, at respawn they will recognize it for having been fighting arround and wont get lost in it, so respawning facing the wrong direction wouldnt be too much trouble for them.

Anyways, when the map is well designed, the players can understand main flow quite easily. Usually, attackers move forward until they get blocked by something, then the solution to go farther must be arround and quite obvious (destructing wall, moving lever …). However, making the defending team understanding that they should not be leaving the spot they defend, altough being a simple order, is not a easy thing. The players like to run arround ! And if a players goes the wrong way, even if theres nobody, it will continue to go this way until he’s being blocked, not thinking about going back, thus resulting in defending player lost in the map, far away from the action. Thats why its usefull to sometime “lock” areas of the map to both teams until the action progress (opening/unlocking doors), but not always easy to justify.

Anyways im totally out of the subject. About miss boobs (and other posters), if you want to keep her in the map, maybe try to give the picture a lil more “poster look” (slightly scratched edges, light reflects) with photoshop. And still, the scale. =)
Good luck.


(die die) #14

@ yatta, ur right m8 and it will b fixed in the final:), dont know when that will b as im quite buissy atm

i dont mind the offtopic stuff cause its important info(probaly should b put in its own thread tough)

die die


(RToiletman) #15

Nah keep those pictures like they are. Make them bigger and add more of them :wink:

An ET map will never look realistic so just make it cool.


(Yatta_Yatta-O_o) #16

Its not a question about looking realistic, its about visual cohesion. Textures of (wall, floor, grass, player models …) are done with a certain style to look realist (no “photo-realism” tough) and therefore its better to try to keep this style when adding new materials to a map. If the game had a cartoon style, adding photo-realist textures would look weird, isnt it ? It would somehow get the player out of the “cartoon feeling”. So I think adding raw pictures caught on the net or wherever without trying to somehow adapt the to the style of the game will have this “un-immersing” effect.
Now that doesnt mean players will suddendly realise they are just sit in front of “a machine that display pictures and emit sounds in accordance to peripheral hardware inputs”, thats just a question of tuning =)


(die die) #17

the v3 is out now
u can grab the file here --> http://new-etmaps2.de/maps/golddays_v3.rar

changes since V2

mortar is now working again
changed the skybox
lowered axis spawn
fixed alot of textures
doors open both ways
the secret weapon have been removed
command map has been fixed


(Pytox) #18

Going to give it a try right now :wink:


(Axeman89) #19

What was the secret weapon?


(<BT>Pitsbrgparatrpr) #20

I put the map up on our server for a test, it went well. We just ran 4v4 on it. I think this map is very good for small groups. And, it has several entrances to the objective.
The only things we saw was that the clock is very long (25 minutes). I know their are three objectives, but still… thats a small map to keep running around in for a possible 25 minutes. I don’t know how the game weights out yet on if one side fairs better than other… but if it leans towards the assaulters (Axis), I would cut the clock down to 20 minutes. The time frame is to long for a map that small. I still like 3 crates, so often two people make it to the objective, and its game over… but the odds of three getting in their are poor, so three crates usually guarantees a nice extended game.
We also noticed no landmines, I’m guesing because the size of the map, and landmines would be ridicolous, I agree, but we noticed, at the same time, both sides are very compacted together, and as such, an Engy would not have much time to get down more than a few anyway? Plus, one way in (tunnel) would not involve mines, and the ladder cuts out half of the grassy area anyway. And… people shoudl field a covops anyway, to many damn Medics running around, if you wanna live field a covops. People forget this game is based on several classes, a covops can spot mines, and open all those nifty one-way doors on your map. The Covops shoudl also be in that Sniper Tower you made spoting and sniping anyway… if he’s not doing his job then the assaulters deserve to suffer, if their charging in with medics… then letem die. The best maps weve played lately have been ones that force teams to play a multitude of classes, this one is like that, thats why we like it. I would let landmines be placed, and I would cut the timer down. Make them play some classes besides just medic, it has a lot of cool stuff for an engy to do on it already. I would let the mines be placed, you have made a great map with three entrances, the mines won’t mess it up. At the least, I would allow them in certain spots.
Anyway, it gets a thumbs up from <BT>Black Talon Clan. Not that we hold any weight…LOL! Thanks for a nice map!