[EYE] Valar
2008-02-03 21:42:59
Download the map here Click Me
Play it: 208.167.247.146:27015
Thanks for all the help and inputs on this over year long project.
val
[EYE] Valar
2008-02-03 21:42:59
Paradox
2008-02-03 22:13:31
Epoch
2008-02-04 00:27:04
Charles
2008-02-04 04:48:45
[EYE] Valar
2008-02-04 06:13:35
0nti
2008-02-04 12:48:39
[EYE] Valar
2008-02-04 17:14:24
provost
2008-02-04 17:32:43
ninojman
2008-02-04 17:34:19
cyber_clash
2008-02-04 17:57:50
ninojman
2008-02-04 18:04:51
cyber_clash
2008-02-04 18:07:29
I'm running an nvidia 7600GT so I have a lower end card. What are you runnin nino?ninojman wrote:i was getting 100+ easy, almost no props but the x-bow play made me forget about that.
ninojman
2008-02-04 18:18:46
7900gscyber_clash wrote:I'm running an nvidia 7600GT so I have a lower end card. What are you runnin nino?ninojman wrote:i was getting 100+ easy, almost no props but the x-bow play made me forget about that.
(Hopefully changing that in the next week or 2 to boost up to an 8600 or 8800 )
[EYE] Valar
2008-02-04 20:27:07
cyber_clash
2008-02-04 20:32:10
[EYE] Valar
2008-02-04 22:07:45
Walking Target
2008-02-04 22:21:24
Fearsome*
2008-02-04 22:38:17
[EYE] Valar
2008-02-05 05:02:24
very true.Fearsome* wrote:For map sound scapes dont make them very loud
yea me too lolWalking Target wrote:I'm really looking forward to seeing how this one turns out in final form.
[EYE] Valar
2008-02-05 06:03:52
Pig Popper
2008-02-05 11:41:52
[EYE] Valar
2008-02-07 03:16:39
[EYE] Valar
2008-02-07 03:22:51
MeekMeekle
2008-02-07 05:23:03
well I just played rc5 and overall it's great. I'm looking forward to seeing the next version and can see this becoming a popular map in time.[EYE] Valar wrote:
-RPG is not spawning
[EYE] Valar
2008-02-07 05:37:58
ty[EYE] Valar wrote:
-RPG is not spawning
MeekMeekle
2008-02-07 05:42:45
provost
2008-02-07 11:04:54
Ideas related to this RPG aren't respawning aswell.MeekMeekle wrote:rofl .. i was going to write something about the rpg and then forgot!
Pig Popper
2008-02-07 13:04:11
Epoch
2008-02-07 19:42:39
[EYE] Valar
2008-02-12 17:48:01
Cynips
2008-02-13 11:53:59
[EYE] Valar
2008-02-13 17:44:00
[EYE] Valar
2008-02-24 05:19:59
Walking Target
2008-02-24 05:21:36
[EYE] Valar
2008-02-24 05:34:25
Walking Target
2008-02-24 07:45:35
Paradox
2008-02-24 09:02:50
biotau
2008-02-24 09:56:04
badinfluence
2008-02-24 19:36:59
Freetux
2008-02-24 20:10:26
[EYE] Valar
2008-03-07 14:47:39
ninojman
2008-03-07 19:33:09
Cynips
2008-03-07 19:48:51
MeekMeekle
2008-03-08 01:16:58
graffitiknockout
2008-03-08 02:18:46
Paradox
2008-03-08 03:03:29
MeekMeekle
2008-03-08 05:55:08
[EYE] Valar
2008-03-09 01:40:32
Cynips
2008-03-10 10:04:36
[EYE] Valar
2008-03-10 13:06:57
[EYE] Valar
2008-03-17 03:53:00
Anonymous
2008-03-17 04:32:52
ninojman
2008-04-01 19:37:08
[EYE] Valar
2008-04-01 21:13:14
[EYE] Valar
2008-04-24 06:11:09
provost
2008-05-13 17:56:43
Fearsome*
2008-05-13 21:52:41
ninojman
2008-05-13 21:58:59
[EYE] Valar
2008-05-14 04:26:03
[EYE] Valar
2008-05-26 20:22:46
was thinking ..would there be a need for a CAL version for tdm_warlock? if this is something people are interested in please let know what changes / tweaks you feel are needed and i'll follow up.Paradox wrote:I too love new maps and I am always looking at FPS Banana and Snarkpit for new maps, I alsoo scan the server list and if I see a map name I don't recognize I will go check it out.
I think Octagon and Warlock are both great maps and they do have a different style of play and feel than most of the maps we currently have. I think both would be fine to play matches on.
I do see Fearsomes point about remakes and maps ripped from other games. We want to see new maps for DM, not rehashed Quake, Halo or UT3 maps. That said tho, I don't see why reason why we can't use totally new maps that have textures like Octagon or something else completely different from the same old HL textures and designs (how many prison maps do we really need?) that we have always had. Valar has been designing maps like crazy lately (a ton of maps on the last few months alone) with the thought of bringing a slightly different feel to maps than what we have had. Its true though it seems that this different style is being rejected and maybe it shouldn't be.
It is a shame that people are not more open minded to new things. They resist any new maps and chose to go back to the same old same old because its familiar or they are too lazy to learn a new map. These are often the same people that complain about the current maps. Its a no win situation.
Paradox
2008-05-26 21:03:18
[EYE] Valar
2008-05-26 21:24:42
mm..i honestly don't see how the hallway in warlock is an issue? its a two people hallway and this fact has been not only addressed in your post para but also in many other places...this is not a problem in any way. please correct me.Paradox wrote:Yes I think there would be. Its a good map. The long narrow hallway argument is a bit of a copout cause no map has a longer narrow hallway than lockdown. Also lostvillage has a narrow alley going from tankhall to the RPG and another one going from crate to rpg. These are our two most touted maps. Bio also has two narrow areas down by the bathroom going to the lower mag. I do think that it would be fine for 2v2 if you can fix that shadow problem and maybe add one more weap to the long dark hallway. It might be a bit smallish for 4v4, I personally don't think it is because of the layout. We are having a very hard time finding new maps for 4v4. There are lots of maps that work for 2v2 but not many that can also work for 4v4.
Paradox
2008-05-26 21:38:50
[EYE] Valar
2008-05-27 16:22:45
para,Paradox wrote:Comments hav e been made and some people think that the passageways are too cramped. My point, as you picked up on, was that most maps have cramped areas. I argue that those passages can also be worked into a a person's strategy if you think about it. I personally don't have a problem with the passageways because I have found a way to use them to my advantage. You are correct in that the shadow doesn't tell which team it is but if I am on the other side and I see the other player heading toward the charger. I am going to be a bit more careful at that end so I can ambush them if they go under that arch to the charger area and they are on the opposite team because it might make for an easy point.
As far as what weapon, correct me if I am wrong: there are one mag, one xbow and two shottys now?
Paradox
2008-05-27 19:05:17
Anonymous
2008-05-27 20:49:43
[EYE] Valar
2008-05-27 21:50:27
LOL65 Impala SS wrote: IMO all it needs are some random sculpture parts to hurl at faces.
Fearsome*
2008-05-28 01:55:13
[EYE] Valar
2008-05-28 03:13:30
I love detailed criticism. Thanks.Fearsome* wrote:More skilled players do not like long or very narrow halls. I can think of 2 in the map on the second level where basically if a crossbow comes down the middle you will get hit no matter what. This is why skilled players dont like it, because no matter how good they move they will most likely get hit so they feel like they cannot be aggressive and attack from those areas. The same is true for not so tight but long halls where if the other guy is good you are going to get hit with a mag. Also small doors that you come out of have the same effect you are affraid to come out and fight cause you know when you pass through you have a high chance of getting killed.
As for props. I felt it needed more variety, seemed like mostly saw blades which are hard to see and not so often caught and barrels. Some sculptures probably would be good or other things that would go with the map theme.
I hated the rocket in the map made little sense and was easy to get if you knew it was there. It was just some random cubby up top. I think taking that same area and making it like a bowl shape up top where you have to throw a grenade in and the rocket gets blasted out in any direction would be a good way to set it up. Then you have some searching for it, and something a little unique.
On that same note open up the top of the map so we can spam stuff over walls to get kills. That would give the map more options for play especially if someone is camping an area.
I also felt the weapons were light and would have liked to see it closer to the dm version with more weapons. '
No mines please. Cant even remember if there are any in tdm version though.
The last thing was the architecture would have been a little better if some how in some middle area there was 3 levels of play instead of just 2 as in most. give the map more vertical play and create another way to add connections.
Overall I felt this map was a big improvement over aftermath definitely moving faster in the right direction but some of the same core issues while not as bad stayed like the long narrow halls.
The important thing is just to keep you mind open some times or many times players have a hard time communicating to mappers what they want or why. Ask most players why they like a certain map and completely ambiguous answers will come back with no bias. Such as its well balanced or it flows well. What the heck does that mean or how the heck do I put that in my map? What drives a persons map choice although it always seems unbias is usually bias people like aim arena cause they have a good mag and since the map has 1 at practically every spawn they dont have to work to get it. At least here you get a good feel that making 2 person wide hallways 4 or 6 person wide halls might help.
Paradox
2008-05-28 04:06:04
[EYE] Valar
2008-05-28 07:31:47
Paradox
2008-05-28 18:50:24
Anonymous
2008-05-28 21:44:33
[EYE] Valar
2008-05-28 22:20:43
give models i put in map:oops:65 Impala SS wrote:I want Venus DeMilo heads to toss!!
Thank You.
Paradox
2008-05-30 01:55:30
[EYE] Valar
2008-05-31 03:23:38
not quite. not sure what you mean but the spwn points are pretty much equally spread all over the map.Paradox wrote: You said alot of the spawn points were inside.
15Paradox wrote: How many spawns are there?
Paradox
2008-05-31 09:26:36
Jelly Fox
2008-05-31 15:10:51
bind "F1" "kill"Paradox wrote:I was trying to figure them out by typing "kill" in the console over and over...LOL
[EYE] Valar
2008-05-31 16:20:30
Paradox wrote:I was trying to figure them out by typing "kill" in the console over and over...LOL
TY.
0nti
2008-05-31 17:59:39
[EYE] Valar
2008-06-05 16:11:08
[EYE] Valar
2008-11-24 15:19:27
[EYE] Valar
2008-11-25 04:53:45
[EYE] Valar
2009-02-18 13:01:56
Shoobie
2009-02-18 18:51:26
badinfluence
2009-02-18 18:52:59
[EYE] Valar
2009-02-18 20:56:27
Jelly Fox
2009-02-18 21:05:18
[EYE] Valar
2009-02-19 02:46:30
[EYE] Valar
2009-02-20 17:52:28
[EYE] Valar
2009-03-01 14:48:14
[EYE] Valar
2010-04-29 00:54:12
that's a good idea.badinfluence wrote:Ahh, like they were saying, if someone is at the super charger, they can easily jump through the tele while someone is getting the rpg. They already have 200 suit so it'll be hard to kill them. If you could put a delay on the tele (possible?), like in biohazard, it'd probably help a lot.
Maxtasy
2010-11-05 15:22:23
[EYE] Valar
2010-11-05 19:14:48
Maxtasy
2010-11-05 23:54:09
[EYE] Valar
2010-11-06 01:41:11