dm_pueblo, comments?

haymaker

2009-06-20 04:11:08

Now that a fair number of you have had a runaround, if there's something constructive that crossed your mind...let 'er rip.

I'm not adverse to possibly issuing an r1 with regards to item placement at a future date.

Shoobie

2009-06-20 05:19:04

The first thing i think of is the RPG area. You can easily hide there, and the RPG is easy to get. Where you then have the rpg it's really open, the perfect spot for a RPG. This makes it really easy to just camp there lining up frag after frag. I would like to see it maybe a bit cramped pr something that makes it harder to get the RPG. So it's not so easy to get it and hold taht position.

Also the sounds is cool like the first time. Then it gets annoying, espcially when dude x camps the rpg and you hear it every 20 seconds. If not more often.

Walking Target

2009-06-20 08:17:22

Is that assessment from a match Shoob? I would be surprised if you could camp that area without getting mag sniped from the cover of the buildings.

haymaker

2009-06-20 21:29:44

mmm yeah i'm inclined to side with wt somewhat, but only because I haven't seen much evidence of your scenario. The few games I've seen on it the rpg didn't account for a huge percentage of kills, though it was higher in 1v1 of course, in bigger games every time the alarm went off tons of crap went flying into the zone there, barrels nades props bullets...

The original layout did have a smaller area there and it was suggested numerous times to expand that, adding extra time to the play was a good thing I think. Though perhaps one of the panels could be mangled in such a way that it's harder to fly a rocket out of there.

The alarm I agree with, though you're the first to verbalise my thought on that.

[MB]Brunt

2009-06-21 21:33:24

lots of work this week ill give this play tonite

Shoobie

2009-06-22 01:44:44

It was in a 2v2. me and my pal just camped there he roamed just the charger building and rpg ammo building and i hid in rpg. I got kills after kills. And every time i died which didn't happen a lot. He could just camp there instead. It's a very simpl tactic and the other team didn't have a chance. Note that it was even teams skill wise. Maybe if you wanna run and gun without tactics the rpg kills won't go up but with this simple tactic they didn't stand a chance.

Walking Target

2009-06-22 21:10:57

Okay thanks, gonna scrim it and see.

haymaker

2009-06-23 03:02:00

Yeah that was the original intention with regards to map control, holding the rpg and the wood deck/charger, but it you're saying I underestimated how easy it is to kill from there...where were you firing at the most? The basement? Because that's not the place to attack from I don't think.

I'd thought I put enough holes to hide from a long rocket shot elsewhere. Thanks for your input too btw

Skaruts

2009-06-23 05:43:00

Ive only played it once with some ppl, I can't rly tell how good or bad the items/weapons placement are, but they seemded nice to me. The thing I got my attention into the most was the looks. I love the theme and the cleaness of the map.

here's what I could notice so far:
I agree with the sounds getting a bit repetitive.
The outside area is a completely empty. That's just the looks, indeed, but if you look a little closer it's easily perceivable. Gives me the feeling of "artificial".

For the rest its an excelent map imo so far.
:wink:

Shoobie

2009-06-23 06:15:44

Mostly getting people coming form the open right. SOmtimes straight ahead, the thing is though that if you have the lead you can just camp and wait for them. The "scout" just watch and make sure they don't charge, then you rape them toghetehr when the "scout" noticed anyone. Just don't chase too far. You just run back if they run away and wait for them to come again.

[FF]Assn.Juim

2009-06-23 18:15:23

I've been on this map in a full server(14 players), and for such a concentrated playing field, the connectivity and z-axis elements make this really fun to play. I don't think that this could be described as a 1 on 1 map even though it's square footage would seem to indicate it. This is a compliment to Hay's ability to see the bigger picture. If there are only two players in the map, than movement is not dictated by survival. Of course you can pick a power corner and take heavy arms potshots at each other. But with a full server load, the map becomes a constant battle for the win. Please swing by the FF servers and give this one a try, preferrably in the afternoons or on a weekend with a large player load. It will make a huge difference in your critical criteria. I for one have seen this map in it's last few beta stages, and it's uniqueness in combination with Hay's subtle mapping mastery make it one for the books.

Shoobie

2009-06-23 23:07:37

Ofc it might work in a full scale pub. I'm not talking about pub though, I'm talking about competitive play. My view is totally competitive and nothing else. The map is pure fun in pub way with a lot of players. Although he entered the map for a competitive map contest so I give him competitive points i might think could be altered.

haymaker

2009-06-24 03:48:48

All points considered for sure.

I've been trying to devise a solution in my head for a couple days whilst daydreaming at work...

boshed

2009-06-24 14:45:28

I've only played this in FFA not had a TDM blast yet, we had 14 in and it was utter chaos (in a good way).

Visuals:

Wonderful theme! It would have been very easy to be lazy and make it boxy and plain but the attention to detail such as the cracks, subtle curves and destruction really bring this one alive.

Sexy lighting and lightmap work, really does feel hot and the bright sun through the alleys between buildings is perfect - not distracting but easily noticeable.

Great combination of models to make the cool solar panels and the litte combine touches around bring it into the hl2 world nicely.

Gameplay:

Lunacy. Fast and frantic with very little respite with a larger crowd in, no matter which way I turned there was either somebody to fight or some essentials to gather before somebody else did.

Some nifty routes around and the tiny ledges and goodies in the windows make it worthwhile for explorers, nice touch.

As mentioned already the RPG sound repeating gets very annoying, sure you will come up with something to sort that.

Overall:

I've really enjoyed playing it and it's gone down a storm on the S-UK server with many people requesting it. It seems a little small for larger teamplay groups but I'm looking forward to trying some 2v2 action.

Thumbs up!

[EYE] Valar

2009-07-01 16:19:50

this map by far lives up to the story of Soup out of a Button.
A fine fine map from a fine fine artist. *bow low*.

Book

2009-07-02 04:18:22

me and el prez played luke and fearsome on it, honestly its hard for me to find something bad about this map. It feels like its not going to flow well, but once you get going it plays alot like LD (tight areas and a decent amount of props). I love the textures used in the map and the props are very fitting. Only thing i noticed off the get-go, was only one 30charger (if i'm not mistaken), maybe add another charger elsewhere? I see this being a fun map to play, and like all new maps, will be awhile before people truly adjust and start to request it more frequently in matches, but it gets a big thumbs up from me :)

Skaruts

2009-07-02 15:50:13

nah, theres a 200 charger, but it disappears once depleted. I dunno if there's any other tbh, but I know that one. If you see a cross on a wall, turn 180ยบ and go through the gap in the wall. :wink:

Maybe you got it but it had only 30 left.

Shinigami

2009-07-03 04:04:52

I like it, its on my server now :)

Skaruts

2009-07-03 06:53:48

This is just a minor detail, I noticed some missing faces in these triangles:
I dunno if those are brushes or if it's a model. If it's brushes you may have missed them.
Image

And there's one hell of a bad(?) thing about this map!!! I got drunk in it. :mrgreen:
Image

keefy

2009-07-03 15:50:34

Oh so you are Lich, hiya.

Skaruts

2009-07-04 01:45:44

:thumbsup: