dm_l33thuania

[EYE] Valar

2008-04-11 18:04:40

new tdm map in beta 1 atm. come check it out and share your experience on server: 66.55.158.70:27015 [EYE] Clan - TeH PoOl
Password is: test

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:twisted:

Paradox

2008-04-11 18:50:51

OMG! you are freaking amazing! I will come by and check it out later!

L2k

2008-04-11 19:45:36

I cant believe the amount of maps you put out, this looks nice.

Cynips

2008-04-11 20:05:28

Whoa, gotta check this out asap. Looks awesome and like it could make for some fun action!

ninojman

2008-04-11 20:23:19

pm me shorty after 5pm est if you wanna do a 3v3 or 4v4 on this map

MoDuS_OpErAnDi

2008-04-11 20:38:45

now that tower is much better :wink:

st00pidity

2008-04-11 21:03:24

i test played this map already with modus and val one night, looks even sicker now.

fog actually makes it look nice, and i like how you did the center tower, i'll give it ago later tonight.

[MB]Brunt

2008-04-11 21:12:10

very well dun.is it ok to run it on my server or are you wanting to wate for pubs :D

[EYE] Valar

2008-04-11 22:18:06

@ modus - thank you for the tower suggestion. this works way better now.
@ brunt - please don't put this version anywhere! this is a beta and once final version is out i will announce. thanks man! ;)

@ Eposh, ninojman, ninjins, luke and everyone else who playtested this with me today...big thanks! lotsa help.
I'm still waiting to see an actually 3v3 / 4v4 match on it to draw final conclusions ...much appreciated all.

0nti

2008-04-12 01:01:38

I'm amazed at how many good maps you release in short time D:
Hope to see the final version soon !

Anonymous

2008-04-12 07:26:27

I like iT :)

POMP :mrgreen:

Dark Soul

2008-04-12 09:50:10

wow amazing map..i can smell nice xbow ricochets :)

Walking Target

2008-04-12 11:01:42

Liking this one indeed...v nice work Valar.

Strange

2008-04-12 18:54:01

nice map man

Paradox

2008-04-12 22:15:32

It is a beautiful map and one I think will be fun to play. There were some areas along the outside edge that are clipped off that I wanted to be able to walk along. I found it annoying at times that I couldnt. Im not saying that the player should be able to get far from the edge, but some areas looked as though could walk and you were pushed off. Maybe some more visual barrier to show that you cant walk there (a short (what would be about 2 feet high) stone wall perhaps so the visual view of the scenery isnt interrupted?).

haymaker

2008-04-12 22:23:20

very nice work as usual Valar. Love the theme of it. Though I can't help thinking you're recycling a few of your ideas. The tower presented some questions:

Did you make the windows orb-proof on purpose? Or am I that shitty of a shot.
The first rocket i fired gave me the "sky-loop", but I figured that out quick.
I know it would be hard with the spiral to make it look right, but what about a hole in the centre, for the guy to drop down from the room if he wants.

Good performance too, just a couple weak spots like any map

Anonymous

2008-04-12 23:35:19

Those two things that i noticed: i wished i could drop down the center of the tower as it is a dead end AND Being pushed off the top were the stairs lead.
I also wanted to get up there.
Having more access to the top of the map would add some nice paranoia and sinister impending ownage to the map.

[EYE] Valar

2008-04-12 23:41:03

haymaker wrote:very nice work as usual Valar. Love the theme of it. Though I can't help thinking you're recycling a few of your ideas. The tower presented some questions:

Did you make the windows orb-proof on purpose? Or am I that shitty of a shot.
The first rocket i fired gave me the "sky-loop", but I figured that out quick.
I know it would be hard with the spiral to make it look right, but what about a hole in the centre, for the guy to drop down from the room if he wants.

Good performance too, just a couple weak spots like any map
@ Heymaker- Thanks for input.

I don't really think i'm recycling anything TBH but please give examples, I want to know what you mean.
the tower windows are an oversight :mrgreen: will be fixed. thanks - almost forgot about it.
As for the tower. Its designed with RPG and RPG whoring in mind. i didn't want ppl to be able to get out quickly but rather use the stairs and let campkillers calculate their exit...although for game flow reasons they're still pretty fast to go up and down so i hope its a win-win.
BTW, i'm not sure the ability to shoot from the tower is so great. i'm inclined to make the windows a few units higher and bigger for incoming fire but too high to shoot out from. this needs testing.

@ Impala -
Having more access to the top of the map would add some nice paranoia and sinister impending ownage to the map.
define "top of the map"?

Anonymous

2008-04-13 00:31:30

The top of the perimeter walls and the tops of all the curved wall structures. It seems some really good BHers could fly around up there and cause folks some deep paranoia and blinding debilitating amazement.
Besides, who doesn't love to jump down on folks with the shotty or stunstick.
I haven't played it much, so there may be more acces to the top of the walls then i think.

[EYE] Valar

2008-04-13 01:00:18

ok i see what you mean.
from what i can tell, and again, i might be wrong, but i think opening the ability to reach the top OUTSIDE area as in para's post will kind of change the whole dynamics and flow of the map. so i think keeping the game within the maps borders will be best.
as for getting on the walls - there are quite a few points you can climb very easily from. look them up.

Anonymous

2008-04-13 01:46:20

Well that perimeter access may change the map into a more elaborate version of Sandtrap (which rocks, by the way and maybe a CAL 1 v 1 map!).

Paradox

2008-04-13 01:50:44

Sand trap was a CAL 1v1 and I think everyone complained about it.

haymaker

2008-04-13 05:20:17

I think what's going on is that you don't have a clear delineation between clipped and non-clipped, inherent in your design finish there.

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If you put a barbed wire fence or something there it would give the impression that it's out of bounds, as it is it's "why not?".

When I mentioned recycling ideas, it was more of impression than anything, bolstered by your abundance of curved brushwork. Not that it's a bad thing! On the contrary. This and warlock could be in the same neighborhood. Probably triggered by this game mechanic, which I remember from a screenshot of insomnia. ( where is the DL link for that? )

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Also reminiscent of warlock are the narrow ledges ( and by extension the wall tops ), i half expected more of them to be wider near the center of the map. In the end it doesnt matter so much, they both will stand on their own; just that there isn't anything radically different besides the tower.

One tiny thing I noticed is the sprite on the charger, could be finessed a little more, why not move it to the front of the plunger part or something? Seems lonely where it is.

[EYE] Valar

2008-04-13 08:51:36

the accesable areas (borders) of the map are, as i noted many times over, not finished yet heh. once i'm done working on the map it will be very clear as to where you can and cannot go. :) i should have been clearer in previous posts about this point.

im quite enjoying experimenting with curved geomety apart from it looking much nicer than squares its inarguably much better for movement ...so, as long as taste allows me and inspiration flows .. .

Epoch

2008-04-13 19:40:48

I really enjoyed playing this map, its spot on. The tower is perfect, you can drop down the center now with a little difficulty, which is good. Being able to get on top of the walls is one of my favorite features, it makes for interesting interactions, and also allows for an easy way to dodge spam like rocket, cb, and smg nades. The flow for movement and area control is great, charger is in a great place, open areas have appropriate cover, I can only say good things. Once that line of sight issue is worked out with some trees or another rock or something like that this map will be a superb map. Keep up the exceptional work Valar, your maps rock.

Briggs

2008-04-15 21:47:40

I love this map! :D

IMO it was WAY cooler when you had the twisted stairs that went to the top :x but I know they had some problems, anyway very nice work.

[EYE] Valar

2008-05-02 16:28:44

DM_L33THUANIA_PREFINAL is up and running on my server @ 66.55.158.70:27015 [EYE] Clan - ***PURE 2***
Download it @ http://eyeclan.net/eyeden/hl2mp/maps/dm ... al.bsp.bz2

thanks guys again for all the help especially Modus. :twisted:

Anonymous

2008-05-02 18:21:53

Freakin Gorgeous, Fast, Balanced, and Fun MAP!

Bravo Valar!

[EYE] Valar

2008-05-03 01:46:48

Boooyaaaa!!! ty sir :twisted:

0nti

2008-05-09 00:04:58

I finally tested this map, and I gotta say it's really nice :)
Good job valar ^^
I haven't tried it with others yet >( , but will surely do sooner or later ^^

Charles

2008-05-09 07:24:17

Anyone wanna 1v1 on this map? It's probably the best way to squish out any gameplay problems and whatnot before release.

P.S.: This reminds me a lot of ctf_dirtwork, which was an awesome map BTW before they added all the stupid tau jumping/grenade jumping/wall jumping/5 second flag caps bullshit.

L2k

2008-05-09 07:35:24

Paradox wrote:Sand trap was a CAL 1v1 and I think everyone complained about it.
IDK why anyone would complain about it, it works great as a 1v1 map, its very balanced. Only thing I could see is the random explosions.