dm_helix Feedback

boshed

2009-06-16 12:56:28

You can find dm_helix in the contest result thread here.

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Full image gallery here

I'd love to hear your crits on visuals, gameplay, anything really.

svN

2009-06-16 18:31:35

I had an orgasm when i played this map, i love every single thing of it :D really appreciate your work

modern

2009-06-16 18:47:18

wow this map is great. We will play some matches on it to check it out, then I'll post some feedback.

This map is almost as good as lockdown. Thanks boshed.

Pig Popper

2009-06-16 19:13:26

rights i canz nics me some textures now :twisted:

Jelly Fox

2009-06-16 20:15:23

I <3 helix :P

Ghost Dog_TSGK

2009-06-16 23:32:51

modern wrote:wow this map is great. We will play some matches on it to check it out, then I'll post some feedback.

This map is almost as good as lockdown. Thanks boshed.
I knew you would like it when you finally got to see it. This was my favorite.

lead

2009-06-16 23:37:45

just played a wee bit there danny-..... :D lovely :party:

SND

2009-06-17 00:36:44

just had a good run on it I and do like it weapons call outs are there and it does flow well but I'm a bit taken back on the weapons available I only counted 1 mag and 4 shotguns on the map is there a another mag I missed I do hope so would not like it to be a shotgun fest especially in tight map like this. Overall I liked it but but wished it was more bigger.

modern

2009-06-17 02:18:20

Unfortunately there is only one mag. One mag compared to 4 shotguns and 2 xbows is shit.

Walking Target

2009-06-17 02:32:21

True, it should be more like...hmmm...lockdown? 2 mags and 1 xbow is way more balanced for those who prefer mag. :wink:

{EE}chEmicalbuRn

2009-06-17 03:08:01

Ghost Dog_TSGK wrote:
modern wrote:wow this map is great. We will play some matches on it to check it out, then I'll post some feedback.

This map is almost as good as lockdown. Thanks boshed.
I knew you would like it when you finally got to see it. This was my favorite.

to me, judging air and helix was like putting a thick, juicy NY strip steak and a rack of baby back ribs that had been smoking all day over hickory wood all day in front of me and asking me to pick one to call the best.......was so hard. in the final vote i did pick helix but i love air. i also loved pueblo, IMO the only thing that hurt pueblo was the fact i just wasnt big enough for a 4v4 and that was one of the major judging points, and being true to my judging responsibilities, i had to take that into account. its still an outstanding map, and TBH i think the idea and environment design were the most original of the final 3 maps.

Sacrifist

2009-06-17 05:01:01

Walking Target wrote:True, it should be more like...hmmm...lockdown? 2 mags and 1 xbow is way more balanced for those who prefer mag. :wink:
yeah but 4 shotties?

haymaker

2009-06-17 05:26:02

I love this shit man. Oozes with the pro touch all around, could easily be an official map from a similar game. In fact I keep thinking HL1, not just the nicely placed soundwork, it's the whole semi-scifi-speediness in there. Reminds me a tiny bit of Sadist's map Sadist's Pit which is another stellar piece of work. And a few nods to Amplitude as well.

It's very well thought out. I noticed that the control room kinda favours the blue combine guy, for example, if I speed by and glance in quickly. I like how the supercharger is protected slightly from the 180 deg orb bounce from below, difficult to make a blind shot there. And there are some killer orb shots available, that's for sure. I like the little xbow-fence-cage idea, reminds of the long cavern in Backbone a bit, and I kept throwing the low barrel up to the top one forgetting it was there. Causes me to think a little more at that point. And of course the nade-a-port, nice job there making it a valid working idea.

As for the 4 shotty's I'm sure gameplay will reveal your intentions there.

Texturing and lighting are spot-on, some great parts in there, especially through the dark texture zones. Love the ceiling and arch/beam details too, I know it's said that players don't look up, but this shows an attention to detail that is uncommon.

Really the only thing I can say that puzzles me, and I don't think you had a lot of options here, are the phys prop models themselves...Like I said it feels strongly Black Mesa, and somehow the recycling bin, the table, the white propane bottle clash with that vibe ( the exploding barrels are perfect ). Purely aesthetics. Maybe BMS will ask you to port this to their dm package, it's such a solid map it almost transcends this game. Which is something Lockdown can't say for itself.

Ko-Tao

2009-06-17 06:18:21

My one and only criticism so far: One of the hanging light models was left solid (accidentally, looks like, since the rest are nonsolid), and can still be used as a semi-hidden camp/ambush spot.

Otherwise, the map got my #1 vote, which should pretty much sum up my opinion on everything else.

Walking Target

2009-06-17 08:22:19

Sacrifist wrote:
Walking Target wrote:True, it should be more like...hmmm...lockdown? 2 mags and 1 xbow is way more balanced for those who prefer mag. :wink:
yeah but 4 shotties?
If all maps followed the same 1 rpg/1 ar2/2 mag/2 xbow/3 shotgun formula, things would start to feel repetitive, no? I think the map is big enough to carry 4 shotguns personally.

L2k

2009-06-17 09:40:41

Love the map design, flow, looks and rpg set up with trap.
Have to agree the weapons are off a bit, one more mag and one less shottie would fix it IMO. Played it with 8 players and it was nothing but nades and shotties the entire round, which gets old quick.

Cynips

2009-06-17 12:02:05

I still think there's a few props too many. Maybe also take away a shotty or two to up the incentive to go get the mag.

Being the only European judge I had problems playtesting this (and the others) enough. 4vs4 is probably too much for most of these, but the 3vs3-leagues in Europe should be happy :)

SND

2009-06-17 12:59:12

Walking Target wrote:
Sacrifist wrote:
Walking Target wrote:True, it should be more like...hmmm...lockdown? 2 mags and 1 xbow is way more balanced for those who prefer mag. :wink:
yeah but 4 shotties?
If all maps followed the same 1 rpg/1 ar2/2 mag/2 xbow/3 shotgun formula, things would start to feel repetitive, no? I think the map is big enough to carry 4 shotguns personally.
I don't think so it would be repetitive since you can mix up the layout of them nore would you have to follow a formula which I don't think anyone is really saying that. My point is the number of weapons in relation of to other is important it really does effect how the map is played. As already been said one weapon alone would be used the most which just limits and confines the gameplay on that map. Good maps are those that have diverse gameplay options allowing those of different styles of play to enjoy the map which this is lacking.

I'm just worried that we are moving to more shotgun orientated maps than one that has weapons balance at it core. Also keep in mind mag is standard weapon of choice to the community just as much as the shotgun and so there should be more than 1 of them on the map especially if it going to be used as a 3v3 map in leagues.

what I would of done is replaced one of those shotguns with a mag like there is a area in the middle where there is a shotty but not too far on the other side of the wall there is also another shotty you could easily replace that middle shotty with a mag to improve the map.

boshed

2009-06-17 16:06:23

Exactly the kind of feedback I was after.
haymaker wrote:In fact I keep thinking HL1
Funny you should say that, its very loosly based on an old HLDM layout that I never finished :wink:
haymaker wrote:Really the only thing I can say that puzzles me, and I don't think you had a lot of options here, are the phys prop models themselves
File size really. Would have been approaching 70mb with the stuff I wanted to use :S
Ko-Tao wrote: One of the hanging light models was left solid (accidentally, looks like, since the rest are nonsolid).
Yep, missed that one :(
Various People wrote:Shotty stuff
What can I say? I'm a shotty whore :D

If anything I'd look to replacing the shotty near the rpg with a mag so they're at opposite ends of the map and give anybody light on weapons in that area a fighting chance against a player with the RPG. And possibly move the shotty in the open area elsewhere.

I'm not adverse to releasing an r1 version if need arises. Good stuff keep it coming folks :D

Cynips

2009-06-17 16:13:53

boshed wrote:And probably move the shotty in the open area elsewhere.
I prefer that weapons are placed where they are not to their best advantage, making whoever pick them up wanting to move on. Keep this shotty and move another rather.

I'm sure you will receive tons of feedback over the coming weeks, especially when ppl have actually played a few more serious attempts at clan wars. Be sure to give it time before (if at all) you release a revised version.

Jelly Fox

2009-06-17 17:31:02

I don't think there's too many props but I think that the table is too big for the map...well certainly for the corridors.

Monarch

2009-06-17 19:03:56

perfect league map

koncentrate

2009-06-19 15:37:38

i played some scrims now in this map and really enjoyed playing this map. Though i got often spawnkilled. and often i was in the situation that i spawned and found no weapon, so i had to go into a fight only with smg. dunno if the weapon were picked up before or if the spawns were too far away from any powerful weapon.
in general i agree with the other opinions that a second mag is needed. but i dont think that 4 shottioes are too much. but maybe delete the rpg ammo 8or is there a special reason for it?

all in all good map, well done, the nade-tele to rpg and the fast ladders are ace!

thx for this nice piece of work!

keefy

2009-06-19 16:17:10

Had a server full of helix last night of regular FFA it was hilarious trying to grab the RPG, as soon as the rest hear the noise litterally half a dozen nades apear out of nowhere ready to blow you up.
I think the table is a bit too large for this size map and looks a little out of place.

SND

2009-06-19 19:24:27

yea I had a 3v3 with the guys in CU here my points

. 4 Shotgun not a problem
. needs more mags
. weapons placement needs to be rethink I found some are placed in odd locations and found my self wondering about with no guns
. Spawns should be located in more safer places what we saw happen in the game was that the other team was running circles across the map and just picking up spawn kills along the way

stretch

2009-06-19 23:43:40

SND wrote: . 4 Shotgun not a problem
. needs more mags
. weapons placement needs to be rethink I found some are placed in odd locations and found my self wondering about with no guns
shotgun numbers is fine indeed

definatley one more mag for sure, the one now is not difficult to get, but rather a nuisance to get off of without falling off, maybe second could be near second level health charger on the opposite side of the map, or right below that in the hallway

maybe ar2 could be moved to one of the ledges near the smg nade. other than that great map

stretch

SND

2009-06-21 01:01:02

I had a proper look at the map and spawns and made overview where they are located to get a better understanding why there was allot of spawn kills resulting on this map.
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In general I find that they are bunch to close together a good experienced player would work this out and pouch in areas where they are concentrated mainly the right area and the top center.

specific spawns I have a problem with centre one which is positioned right in the middle of a door way which is not a very practical place, you should not place spawns where players back is exposed.


heres my suggestions
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what I done is spread them out and removed some to reduce probability of spawn in that loctaion. I placed a spawn in caged crossbow area and added a spawn to the central area floor. I also moved the spawn next to the double health pack on top of the gray metal box. I also added a spawn in the central area on one of those ledges nearest to bridge.

anyway hope this helps

[MB]Brunt

2009-06-21 21:30:54

looks nice b ive been so busey but ill run threw it today.

boshed

2009-06-24 14:28:45

Cheers for the feedback so far folks. Busy with work and also taking Cynips advice on gathering as much feedback as I can.

SND that's some quality response :D Added you to friends, would like a quick chat some time if you can.

n3cr0tos1n

2009-07-16 20:51:45

when i realized there was only 1 mag, i was a bit sad. thought i think it is balanced out with the shotguns and bows. it is a fast paced, smooth feeling map, that everyone should enjoy, and play more! great job on it.!