(CTF) gforce3 by cortez

Community reviews of maps (both official and user-made).

Moderators: Nexuiz Moderators, Moderators

Map Quality

Good
2
25%
Bad - Items
3
38%
Bad - Design
2
25%
Bad - Gameplay
1
13%
 
Total votes : 8

(CTF) gforce3 by cortez

Postby cortez » Fri May 23, 2008 4:48 pm

Image

http://maps.nexuizninjaz.com/gforce3.pk3

i never understand why so many people like this map. so maybe the review thing helps
Aneurysm 4 the win !!!!! :D
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Postby jlue2051 » Fri May 23, 2008 5:03 pm

dont like the item placing there
Image
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Postby esteel » Fri May 23, 2008 8:09 pm

BAAAAAAAAAAAAAAAAAAAD!
remove the progs.dat from it and we can start again.. otherwise see above...
Every server admin installing this map will be thrown back to some old code... i doubt you updated it with the progs.dat that tZork created afterwards, but even then, server admins using this pk3 will at some point in time use old code because of this..

Just today i had to help someone because of 'the crylink on my server does not bounce, why?'
Guess why, because of your map :D
As i mentioned in the gforce3 thread.. if you have to include the progs.dat at least rename it.. and server admins that want to use the turrets can use the progs-turrents.dat (for example) by settings the cvar sv_progs to that name..
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Postby Dokujisan » Fri May 23, 2008 8:50 pm

It's neat that you added the turrets to the map, but I really think that a map with turrets needs to be designed specifically for the turrets in order to really work.

Before the turrets, the map was pretty decent. There are multiple entrances/exits for each base, but that is balanced by there being a good amount of weapons spread out and also the megahealth/armor in base to help the flag defenders, but also a megahealth/megaarmor in the side paths to help attackers. The big challenge about the map (for defense) is that there was a clear pathway between the bases and if the enemy flag carrier can get out of the base, then they will usually cap...that is, unless there is someone sniping in the middle room or their own flag is not in their base. Getting in and out of the base with the enemy flag seems to be the challenge for attackers.

In Gforce3, you opened up more openings for the base (the ones that were in Gforce1), which I think is good because it makes defense a little bit harder. However, you took out the megahealth and /megaarmor from the base to put the turrets in. The lack of health/armor in base definitely makes defense harder (those turrets don't make up for it)

My suggestion for Gforce4
I suggest removing the turrets and put those on another map that is designed specifically for turrets :-) and place the MG and MH back in base and plan a Gforce4 that expands a bit more on what GForce3 has to offer. I could imagine the map expanding a bit in size....perhaps make it a little bit longer so there is a larger middle area. Then put another obstacle in the middle so that pathway isn't so clear. Perhaps make a second level either above or below the middle area, maybe some pits in the ground to slow things down, .or maybe some floating platforms with items on them. I dunno...just thinking out loud here. Just something to make the middle area a little more dangerous of a path would be good. Length of the map would be good (similar to lavaflag...but perhaps not that long). You could even increase the length of the bases so there is more room for players to move around. Perhaps you could put a couple floating platforms in base to make things interesting. That could actually add more of a challenge to the defense because attackers could come in and jump up to the platforms to help them evade, and maybe grab some health/armor/weapons before grabbing the flag.
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Postby cortez » Sat May 24, 2008 10:07 am

jlue2051 wrote:dont like the item placing there


suggestions?

esteel wrote:Every server admin installing this map will be thrown back to some old code... i doubt you updated it with the progs.dat that tZork created afterwards, but even then, server admins using this pk3 will at some point in time use old code because of this..


ok repacking wont be much work

esteel wrote:Just today i had to help someone because of 'the crylink on my server does not bounce, why?'
Guess why, because of your map :D

huge success :D

Dokujisan wrote: I really think that a map with turrets needs to be designed specifically for the turrets in order to really work.


I designed this map for turrets. there are turrets since gforce0, but until 2.4 you only could use them with the svn, so i removed them.

Dokujisan wrote: Just something to make the middle area a little more dangerous of a path would be good


something like this http://www.youtube.com/watch?v=cpC5PK5Cncg ?

i also got the idea to make the floor deadly, but this would require much work to make it playable.
Aneurysm 4 the win !!!!! :D
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