[MAP]Velocity v3

[MAP]Velocity v3

Postby Unnamed » 11 May 2013, 22:03

This is my new DM, CTF, DTF and BB map.
suitable for 4 - 8 players

v3:
-added some of my new mapmodels
-replaced glass by grates (8 times)
-changed some textures to use vpalette (green/yellow glow textures in multi)
-other texture changes
-fixed two weapon spawns to be in the right position
-added some details to geometry
-added two env map ents and a texture using it
-added the terran planet from my unnamedspace2 skybox as cloudlayer
-clipped the ... I don't know what it is

Version 2:
-removed lava platforms ofc
-added 2 stairs to the base level
-removed some weapons (4 mines and 10 grenades)
-changed positions of mines and rocket
-removed 4 pushers
-added some walls to the bases to be better defended
-the waklway has higher walls (wallrun is possible)
-added some obstacles
-improved the pushers (you don't get stuck now I think)
-changed some lights
Attachments
velocity_v3.zip
(1.58 MiB) Downloaded 337 times
screenshot.0202.jpg
screenshot.0201.jpg
screenshot.0207.jpg
Last edited by Unnamed on 10 Sep 2013, 15:08, edited 6 times in total.
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Re: [MAP]Velocity

Postby cimni » 11 May 2013, 22:21

I really like it, tho there isn't too much to do parkour. (I died multiple times at the lava platforms, those are confusing : <)
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Re: [MAP]Velocity

Postby Evropi » 12 May 2013, 01:44

This gave me a feel.

As for the lava platforms, I don't think they are a threat. I only fell into them once. However, I see their presence and position as completely arbitrary. They seem completely detached from the game. What is the rationale for their inclusion, if I may ask?

I agree with cimni that parkour - particularly wallrunning - opportunities are scarce. I also think the bases are a bit too vulnerable and exposed. A simple (partial) solution is presented below.

desktop1.jpg


Why not make this walkway a bit taller? Not only would it obscure the base (for the most part) from people standing in the centre, but it would also allow people to wallrun on it. Of course, to make wallrunning actually useful in that section, you'd have to raise it to a very significant height and also extent the ways around it.

Otherwise, beautiful map and a strong competitor to Dutility! I thought the smoke that blows out from the fans every so often was really cool by the way. You are clearly a master of Cube 2 mapping! :)
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Re: [MAP]Velocity

Postby ballist1c » 12 May 2013, 02:58

You're welcome for the name.
Dling now will test later
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Re: [MAP]Velocity

Postby restcoser » 12 May 2013, 14:55

I tried this map (just offline with bots for now) and I enjoyed it fairly much.

The worst thing about it was the very mine/grenade-heavy play, especially mines placed at diagonal walls(secondary mode) are very effective here, and you almost never run out of mines (the next mine is usually just a few steps away).
If playing in "classic" mutator, the amount of weapons may be also too much.
I'd reduce mines by 1/3 or 1/2, grenades maybe 1/4.(maybe even more)

Thats my only major complaint so far though, another minor issue would be like others stated the relative lack of wallrunning/-kicking ...
(I used other parcour elements fairly often) (also maybe consider a few more vaulting spots)

...and the lava-platforms, which not just are useless but also have these rounded corners which you can attach mine2 to, which essentially creates very dangerous mine lasers for one team directly at the spawn.

The look of the map is good, but not perfect yet, one thing there would be to light the wallruns in the middle of the map to both sides and more but smaller lights at the blue and red bars to give them more of a contrast. (for non glare users :) )
The lighting of the floor bases is relatively strange, considering there are fairly bright white lights below the sideways at the bases, which don't have light entities (add lights or remove texture)
The lower layer floor texturing is also relatively boring compared to the rest of the map, maybe add some more details to that layer.

Didn't test map in ctf yet, maybe it's too much based on speed rather than fragging skill, so consider protecting the base some more from front attacks.

The thing I love about this map is the pacing. Even though one may consider the amount of pushers too much, I simply enjoyed the fast movement opportunities.
About the back-pushers at the end of each base: It was first unclear to me if these would kill me or push me back, maybe a more clear way of marking pushers is needed, such as maybe permanent particles at each pusher, indicating it's existence and movement direction.
There are also 6 unneeded pushers: 2 near each lava platform ( especially since the lava-platforms are not needed anyways) and the two pushers at each map ending that push you upward to the backwards facing pushers( because they are hard to spot and I prefer to simply jump up, which keeps me moving)

I also like the inclusion of the base level, which gives an opportunity to catch yourself after falling down. I'd consider more ways down though, right now the lower layer is nice, but not often used.(maybe add slopes down where the lava-platforms are right now


I had no issues with anything I didn't mention, I consider it a solid map.
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Re: [MAP]Velocity

Postby greaserpirate » 12 May 2013, 16:38

Most of what I wanted to say has been said, but:

I like this map. It has a similar feel to dutility, but a bit tighter and with more cover, and it looks awesome. The addition of a lower level adds a lot. Lava pits, as others have said, are annoying and unnecessary. One suggestion I have, though, is don't add a rocket entity, at least not in the middle. The map's way too small for a rocket IMO, but if you want to add one, make it in a place that's hard to get to; placing it underneath the lower level would be a good way to do that, and there's also an example in the map Level by Drachen (also similar to Dutility but larger and with more inside).

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Re: [MAP]Velocity

Postby Unnamed » 14 May 2013, 14:42

Thank you all for your feedback and suggestions.
I'm glad you like the map.

v2 is released now.
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Re: [MAP]Velocity

Postby TheLastProject » 14 May 2013, 15:41

I must say, I like the way it looks and plays. The layout really reminds me of dutility. However, there are some things which annoy me:

screenshot.0015.png
A light source I disagree with

This light source doesn't make sense to me. There is this "neon light" next to it, but no light is coming from that. Yet, light is coming out of the middle of nowhere? I would prefer a few lights places on the red neon thingies. Overall, I find the map somewhat dark anyway, but I seem to say that of a lot of maps and people often disagree with me, but oh well.

screenshot.0016.png
Cool, yet sticky, push thingy.

Secondly, I sometimes get stuck in this pusher thing. It doesn't happen often, but it does happen sometimes.
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Re: [MAP]Velocity v3

Postby Unnamed » 10 Sep 2013, 15:17

v3 released (after 4 months :D )
I remembered of this map and improved some things.
I added some of my mapmodels so you have to download them (and also my texture set wich is in SVN if you don't have it).
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Re: [MAP]Velocity v3

Postby BioHazardX » 02 Oct 2013, 09:38

One of my fav maps, it reminds me an old quake 3 map called Xpress. You should add this in the SVN ;)
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