[MAP] Pre-alpha cbdm2 [OBSOLETE THREAD]

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    Ok, here it is. For my latest map, I'd like to ask YOU for some help. This is a PRE ALPHA map, not intented for real play. It's barely textured, and barely edited, but you can get the general idea and feel of it, the basic mapo geometry is there.

    What I'd like to ask you to:
    -download it
    -play it
    -and please, give me feedback :)

    If you have any idea, don't be shy, write it down, gimme screenshots, etc. Whatever, just gimme your general thoughts about the map, about possible improvements etc.

    Here's ye map:
    Removed, there's a new version up.

    You can start the map by typing in the console:

    map prealpha_cbdm2

    Thx :)
    Last edited by C.Brutail on Sat Jun 14, 2008 12:34 am, edited 2 times in total.
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    C.Brutail
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Sat Jun 07, 2008 3:50 pm

Sat Jun 07, 2008 5:19 pm

  • C.Brutail wrote:Image

    Ok, here it is. For my latest map, I'd like to ask YOU for some help. This is a PRE ALPHA map, not intented for real play. It's barely textured, and barely edited, but you can get the general idea and feel of it, the basic mapo geometry is there.

    What I'd like to ask you to:
    -download it
    -play it
    -and please, give me feedback :)

    If you have any idea, don't be shy, write it down, gimme screenshots, etc. Whatever, just gimme your general thoughts about the map, about possible improvements etc.

    Are you planning on making a map by committee? If you are, be careful or you'll end up with this:
    Image ;)
    Having said that, my impressions were:
    1) This could be a neat Key Hunt / Dom map. KH only requires the tags, and it could be a DOM map by dropping a control point in each room.
    2) There are several very large, very bland corridors in this map. I'd make them more interesting by adding pillars or frames that partially block the view, and by adding narrow shelves high up on the walls that can be used as hiding places, sniper cover, and as a less obvious way to get from A to B. Maybe also put some alcoves here and there — you could put health or ammo and stuff in them. I would not add random squiggles to the corridors, since they serve no purpose other than being in the way. (lots of mapmakers do that, for some reason)

    I won't comment on the lighting (or lack thereof), because you've already done that.
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Mon Jun 09, 2008 7:21 pm

  • Yep, i already mentioned about the ledges, but i also like this map (i tested it before hand ;) )

    because of the large rooms...the quad is in a room with just MG (so not the best weapon to defend with) and the nex is in the water, which makes it harder to get and these 2 aspects will mean teams will have to control the nex (whilst controlling the armour room also and the quad room before the quad spawns).

    i will test this version and give feedback again.
    :]

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Tue Jun 10, 2008 5:50 pm

  • Good map C.Brutail :D
    Maybe you can make realtimelightning and
    make it CTF just mirror and connect it at the above right standoff :wink:
    But thats your determination :)
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    Sven
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Wed Jun 11, 2008 10:18 am

  • NO ctf version. Stricktly DM.

    Are you planning on making a map by committee? If you are, be careful or you'll end up with this:


    Ofcourse I'm aware of such things, though I loved that episode :D

    What I'd really like to get are IDEAS. I already hae my own ones, but my exprerience tells that when a new map is made, it get's tested, and in the end it turns out something is truly broken in it, fault by design, and it's unplayable. This is what I'd like to sort out with this pre-alpha. You can see, there's still really a lot to do with this map, walls and ceiling are missing, no texture work etc.

    On irc I've already got some feedback (thank you), and I've reworked some parts.
    More to come soon, stay tuned, and please TEST.
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