dam

Credits

Submitter
  • P1: Beggar
    Points: 661
  • C1: Member
  • A4: Graduate
    Account Age: 4 years
NeOPaX (Creator/Co-creator)
Key Authors
*PaX.be*

Rating

9.38/10
Based off 9 rating(s)

Additional Info

Development State
Final/Stable
Version
1.0
Maximum Players
24

Stats

Post Count
22
ViewCount
4,254
Downloads
841
Date Added
4 years ago
Date Modified
4 years ago

Blue vs Red for the control of a giant dam

This is my first map and i wish some ppl wiill play on ^^ Thx for looking btw !

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Comments

    • P1: Beggar
      Points: 106
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Great map. Cons: HDR looks awful, overdone.

    What-eva…I do what I want!
    • P2: Drudge
      Points: 2,878
    • E1: Helper
      EF: 17
    • C1: Member
    • A6: Elder
      Account Age: 7 years

    Pros: looks nice Cons: ganeplay needs improving capping points is difficult map is laggy Improvements: make navigating map a lot easier

    (O>)
    • P1: Beggar
      Points: 437
    • E1: Helper
      EF: 2
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    After playing this on a server and listening to players feedback, I would like to offer some suggestions.

    The ramps are a problem for several reasons. First, they are hard to access because they face the opposite direction, leaving only a narrow space to not fall off the catwalk when walking by them. Second, they aren't intuitively placed, and players kept asking where the last point was. This is because the lower level's ramps take you to the opposite end of the room, leading players to believe they shoule be heading in that direction (and nothing to tell them otherwise). Third, defending only those two ramps might be to easy, leading to repeated stalemates.

    This might be fixed by having the ramps face each other, the top of one feed the bottom of the next.

    Also, the last cap needs another access besides those last two ramps. A third narrow ramp coming up one side would do it.

    The large body of water doesn't seem to have a purpose, though not that high on the list.

    FWIW, this map has potential, and a little more effort can make or break it. Thanks!

    Is this thing loaded?
    • P1: Beggar
      Points: 661
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Thx a lot for ur feedbacks !

    disconnect81 : ur thread on ur forum is a nice feedback source for me, lot of peoples cry on the hdr lighting , i agree with us but i dont understand why this problem appears, maybe i have misconfigured the sun :/

    weidey : thx a lot , this took me around 2 - 3 weeks

    neo-bahamut_19 : ur feedback is really big , with a lot of very nice ideas , i will work on it and pm u if i have any suggestions !

    Bananite
    • P2: Drudge
      Points: 1,475
    • E1: Helper
      EF: 2
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Ok, I have some feedback for you about what people are asking for for this map:

    1: Last control point needs moved, they suggested as far as right after all the computers, between them and the glass wall. Mabe even on the other side of the glass wall while moving the wall back some towards the spawn.

    2: Add an easier way to get to the top such as an elevator (possibly like the suggestion below)

    3:Mabe make the top windows destructable in a certain spot, this would work great with my idea I am going to list below.

    4: The cranes. Mabe make them accessable in some sort of way, like mabe making the platform they are holding go up and down like an elevator and when its up all the way it leads to some sort of a bridge that goes over directly to the glass windows and make those destructable (even if it requires possibly having it set so the windows have something like 10,000 HP so it takes a lot of effort to break them)

    5: A spiral ramp that goes around the middle cap points building (around the outside) and gives you access to the second and third levels of it to build on and attack from.

    6: The sewer tube in spawn. It needs to be moved up some towards the door as many people do not even see it until near the end of playing the map and sometimes do not see it at all... mabe move it up to right next to the spawn room door (still in the spawn though)

    If you are having trouble understanding anything I am saying, please contact me on my profile instead of through this thread, thank you for such a great map.

    • P1: Beggar
      Points: 619
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    I cant believe this is your first map ive been mapping for a while but i just absolutly suck with detail in maps... how do you do? how long did it take you to make this map... its absolutly positively amazing! 10/10

    Bananite
    • P2: Drudge
      Points: 1,475
    • E1: Helper
      EF: 2
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Trying out, looks beautiful btw!

    • P1: Beggar
      Points: 629
    • E1: Helper
      EF: 1
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    I put this on my public server, Ive got no complaints about the layout or gameplay. However, Ive gotten tons of complaints about how bright the map is, enough to cause the map to be removed. There was even a thread started about it on my forums due to the brightness hehe.

    Stand tall or don't stand at a
    • P1: Beggar
      Points: 657
    • E1: Helper
      EF: 12
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Nice map. Makes my video card cry when I'm looking out the windows from the spawn. :( I'd love to see a different path up to the final cap, since it's really impossible if the other team has a couple of soldiers standing at the top of the ramp. Perhaps a spiraling fire escape instead of the looooonnnnggg ramps up?

    Bananite
    • P1: Beggar
      Points: 341
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    NICE! love the brushwork and textures, to make it even more stunning use some expensive water.

    Expensive water fixes all ugly
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