View Full Version : Odessa
04-28-2009, 03:37 PM
My first Alpha, a standard payload map. Not fully textured or optimized, and not full ammo/health placement. Also, many lights do not have models YET, but that will get done ASAP. Also must do displacements. I'd like to get the gameplay kinks out first though. Long check list.
Alpha 1.5: Fixed some graphical glitches and displacement errors. No redesigns for Red Base or First Area put in yet, wait for Alpha 2. Also added a little cover to area 1, a tunnel near red spawn, and some boards to help traversing some parts.
Alpha 1: Basically just the general map layout with minor details. Post if you have any clipping problems, cart problems, ect. Ive only tested by myself, so any help would be great!
04-29-2009, 08:36 AM
I will be running this map during my play test on Monday/Tuesday
04-29-2009, 08:45 AM
seeing the 1st and 3rd screenshot i feel a strong layout-ish resemblance to half-acre (http://farm4.static.flickr.com/3093/3093092293_d71cffe3a3.jpg?v=0)
strong reminders are the giant wall , the small shet to right and the uphill turn on the other side of the wall
04-29-2009, 06:45 PM
Yeah, others were saying that too, mostly the uphill part. For the most part I combined different parts of random sketches I had done, guess half acre was on the brain at the time. I don't want Youme to think I am ripping him off, so I will make a way to change it without totally redesigning the entire area. I'm still redesigning a lot of parts as the map as a whole is said to be rather bad for defense, so I'm sure that part will change a good amount over time. Looking at my screen again, I think I will move the mound and cabin over and connect it to the room to the right, and maybe deconstruct the wall and replace it with something different, an overhang for red defense or something. Now I feel icky lol
06-10-2009, 04:59 PM
We played this map for a while last night. I only caught the end of the game but there were two items of feedback that I did catch before the map ended.
The map is way too open. It is very easy to snipe in certain areas and it really takes away from the game play.
The other complaint that I herd was that red spawn needs more signs. I see lots of signs in the screenshots that you posted so I don't know exactly what this is referring to but that's what people were saying.
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