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ChronoTriggerFan
05-27-2008, 03:37 PM
Current build: alpha 3

Download the latest build (http://www.tek-spec.net/chrono/dom_perfection_a3.bsp.bz2)


Pictures:

http://s181.photobucket.com/albums/x252/masterofportables/th_Iperfectiona3official01.jpg
(http://i181.photobucket.com/albums/x252/masterofportables/Iperfectiona3official01.jpg)
http://s181.photobucket.com/albums/x252/masterofportables/th_Iperfectiona3official02.jpg
(http://i181.photobucket.com/albums/x252/masterofportables/Iperfectiona3official02.jpg)
http://s181.photobucket.com/albums/x252/masterofportables/th_Iperfectiona3official03.jpg
(http://i181.photobucket.com/albums/x252/masterofportables/Iperfectiona3official03.jpg)
http://s181.photobucket.com/albums/x252/masterofportables/th_Iperfectiona3official04.jpg
(http://i181.photobucket.com/albums/x252/masterofportables/Iperfectiona3official04.jpg)
http://s181.photobucket.com/albums/x252/masterofportables/th_Iperfectiona3official05.jpg
(http://i181.photobucket.com/albums/x252/masterofportables/Iperfectiona3official05.jpg)
http://s181.photobucket.com/albums/x252/masterofportables/th_Iperfectiona3official06.jpg
(http://i181.photobucket.com/albums/x252/masterofportables/Iperfectiona3official06.jpg)
http://s181.photobucket.com/albums/x252/masterofportables/th_Iperfectiona3official07.jpg
(http://i181.photobucket.com/albums/x252/masterofportables/Iperfectiona3official06.jpg)




Well, I deem this map i need of a WiP thread because I need feedback on the layout and such. this does not include feedback such as:This map is too big, and this map has too many capture points... etc.

Anyway, this is a domination map, if you don't know what that is, check out the complex WiP thread. IT is a port of Area 52 from Perfect Dark.

From my analyzing of log data, it is apparent that some capture points aren't as active as others;

Captures per 10 minute round:

The Storage Room 9
The Tunnels 8.7
The Courtyard 5.7
The Satellite 5.3
The Power Plant 5.3
The Overpass 4
The Labs 2.7

Obviously the Overpass and Labs need more action, and coincidentally those Capture points are the starting ones for each team... hmm

To reinforce this, here is the death map of it:
http://farm3.static.flickr.com/2050/2522770800_00922a43f7.jpg?v=0
Red are the victims and Green are the killers


I would post screen shots, but the map doesn't look good with the dev textures, so I'll wait until the detail is finished to post pics...

ChronoTriggerFan
06-05-2008, 10:23 PM
I've been doing some changes to gameplay and as of now, there are interchangeable spawns, and a setup time.

These interchangeable spawns change team when the associated spawn point changes ownership. The spawns are blocked off when the points are neutral. When the point changes ownership, all the players in the spawn are teleported to a nearby location outside the spawn.

The setup time allows RED to go to points D and F, and BLU to C and B. G is inaccessible until the end of setup time. The main thing I'm trying to get out of this, is to add some strategy, or at least in the beginning. hopefully then people won't run around on their own now. Another thing I'm trying to get more of is defending of the points. hopefully setup time will allow engineers to set up before the scouts go rampant across the map.


And as always, feedback on the map is appreciated. The feedback i had earlier got deleted during the forum rollback :(


Edit: well, apperently no one is giving me feedback on the layout, so in hopes of some feedback, here are some images on the detail I've done:

http://i181.photobucket.com/albums/x252/masterofportables/wreckedbuilding.jpg

http://i181.photobucket.com/albums/x252/masterofportables/pipesoverhead1.png

http://farm4.static.flickr.com/3191/2546885105_48bc09205e_b.jpg

Randdalf
06-07-2008, 02:18 PM
This looks much btter in terms of gfx than the version I played in some gameday (which was probably my fave map of the day). Although that roof in the first pic looks a little weird.

AWESOME-O
06-07-2008, 03:12 PM
sweet, i'll try it tommorow.

YM
06-07-2008, 04:14 PM
That top shack, the roof looks terrible, its good that you've used the displacement idea to make it less of a 'standard' shape but you've taken it WAY too far.

Also I noticed whilst rocket jumping that the map renders the ENTIRE map all the time...... I hope for your sake its gunna be more optamised than that!

ChronoTriggerFan
06-07-2008, 04:40 PM
It will be optimized, I would just prefer that the layout is finalized before i do hints and stuff, so i don't have to redo stuff :P If everything goes well in the next alpha, and there are no more layout changes, I'll start optimizing.

as for the roof, I'll redo it. was going for a war-torn look, but I now highly doubt that could hold up the satellite i plan to put ontop

Nineaxis
06-07-2008, 04:54 PM
Why not use the bent metal roofing props?

ChronoTriggerFan
06-08-2008, 11:04 PM
Why not use the bent metal roofing props?
There are bent roof props? Even if I noticed them before, I probably wouldn't use them because they probably aren't the size I want.

DJive
06-09-2008, 06:11 AM
idk, the biggest problem for me in this map is there are to many unused, large areas, even the deathmap shows them.

I pref heavy, but play pyro on this map because as a heavy, those tunnels, or outside areas are just hell and take forever to cross.

ChronoTriggerFan
06-09-2008, 03:15 PM
As suggested, i redid the layout for this map, and shortened the tunnels a lot. now it is much smaller, but we will have to wait for next gameday to find out :P

DJive
06-09-2008, 03:26 PM
awww cant give us a teaser?

YM
06-09-2008, 03:31 PM
I managed to download some leaked files of the next installment of dom_area_52
Here (http://www.andromedafree.it/sexy/pinupgirls/gallerie/aaa.jpg)


;)

AWESOME-O
06-09-2008, 03:39 PM
teaser plx?

DJive
06-09-2008, 03:43 PM
I managed to download some leaked files of the next installment of dom_area_52
Here (http://www.andromedafree.it/sexy/pinupgirls/gallerie/aaa.jpg)
;)

FAV MAP EVAR!!!!!11111eleventyone D:

ChronoTriggerFan
06-12-2008, 02:58 PM
there are some new pics on the front post, and I'm taking some new ones now, so be patient :P

drp
06-12-2008, 03:04 PM
I managed to download some leaked files of the next installment of dom_area_52
Here (http://www.andromedafree.it/sexy/pinupgirls/gallerie/aaa.jpg)


;)

BAN!

but ill still thank you..... :glare:

YM
06-12-2008, 04:05 PM
BAN!

oh whoops, forgot the nsfw tags.. my bad

YM
06-14-2008, 05:07 PM
Your respawn visualisers are on the outside of the doors.............

ChronoTriggerFan
06-14-2008, 06:36 PM
Is there a problem with that? They are that way in badlands :P


Seriously guys, i want real feedback on this, otherwise it plays horrible and then all I've done is wasted my time.

YM
06-14-2008, 06:39 PM
are you sure?
As far as I am aware they are always behind the doors (definitely are in 2fort, dustbowl, gravelpit and goldrush), they look FAR better that way.

Bonafide
06-14-2008, 07:48 PM
only problem I had was that the neutral spawn locked me in so I had to suicide because the control point was taken while I spawned in there. Just make the neutral spawns have 1 way doors that both teams can use.

I still feel there are a few too many pointless long corridors but at least you got rid of some of the windy paths.

ChronoTriggerFan
06-14-2008, 07:54 PM
you shouldn't be able to get into a neutral spawn point, at all... but for the real problem, there is a semi-working solution already. if your in the spawn room and the point gets capped, you teleport nearby outside the spawn. Though what i think happened is that you spawned somehow after the teleporter deactivated, as it is only enabled for a second. So I believe the solution is to make the teleporter enabled for 3 seconds or so.

ChronoTriggerFan
07-03-2008, 06:31 PM
figures i should resurrect this. I've been trying to balance the sides a bit, so the map's room layout is pretty mush symmetrical. now all the skill comes in how well your team can defend your primary points. the new room which is replacing the tunnel cp is going to be an aircraft hangar, for the research labs secret aircraft or something. here is the basic version of the room, layout courteous of Apex (http://www.apex-games.net/pics/chronoroomsketch.jpg).
http://i181.photobucket.com/albums/x252/masterofportables/555c1d8c.jpg
(you might notice those new signs that say I made it and to post feedback. Template courteous of Youme.)

Bonafide
07-03-2008, 08:38 PM
Is that the CP that had all those doors on it at one time?

ChronoTriggerFan
07-05-2008, 02:52 AM
Yes

DragonFlame
07-12-2008, 06:37 PM
Here are my gripes, posted in an orderly list :P.

1) Too big/and or confusing. (i honestly wouldnt mind the size if i knew where i was going)

When i was playing this map, i never saw a cp being capped on the HUD and knew the quickest way to get there from my current position. (A couple times i didnt know a way period)
This means that when i was playing i never thought to actually go and disrupt a capture, i just roamed around and capped whever i found an enemy point.

(this might just be me, if so, ignore)

To fix:

-Signs (i assume you probably are gonna do this anyway)

-Make distinctions between areas (probably will come with textures)
If i knew that "The middle cap point is across from the skull" that would help me find my way around, please make a bunch of these. (bad example, sue me :P)
2) The spawns

I find that many times, after leaving the spawn and wandering around a while, i would get aattacked (duh :P). If i lost the fight, then i died. but if i won, i was normally low on health. I find it very difficult to find health and the next time i found somebody i would still be hurt, and most likely lose.

to fix this you could:

-Add more medkits around the map, i would rather have a bunch of small medkits than a couple of large/med ones.

-Make the respawns have some sort of healing capacity, even if it is just a few small medkits

-in relation to the above point, make the respawns also resupplies.

That is all for now, also...not sure how to change this, but i found this map prone to steamrolling.

ChronoTriggerFan
07-20-2008, 03:22 PM
Ok, now that i have returned from my week sailing, I can get some things sorted. Perfection_a4b is being compiled now, will be uploaded without hesitation. Then i'll update the first page here.

DragonFlame

Suggestions of signs, like the ones in science, will be used. maybe this will promote some more strategy instead of useless running around and capping.


Since this is the final alpha, i will most likely get some basic textures in there, as well as some detail. Maybe this will help with the above point as well.

There are health and ammo kits in every cp area, maybe your just missing them. I haven't got sufficient enough testing to determine if they are correct placements or not.

For the re-spawns, There is an issue with this. but still, I doubt that anyone would be effective with it. so i may test it just for this alpha, then make my decision.

Anymore comments and suggestions,(especially on layout...), I need them. so don't hesitate to post them here.