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[duel]Tacodm2
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homart

Player
(679 posts)

Hey new beta the of my map Tacodm2. The map is not totaly finish i would say, i have done 50% of the whole map (need some optimisation/playerclip). I have redone the gameplay of one area (the one with very few details), i would like to have some feedbacks on this area before adding more details.

Please comment, post gameplay feedbacks, visual feedbacks, idea of everykind, screenshots,... And if you can give me some demo of you playing it, it will help me to see the flaw in the gameplay.


Here is some screenshots :













And here is the download link:https://dl.dropboxusercontent.com/u/82170775/map_tacodm2_005.pk3
(and if a server owner can upload it, would be great too)
Gracias HoMaRt
(updated 2013-04-11 19:53:28)

clownfart

aka simon
(1024 posts)

From the screenshots, it looks like it's scaled a bit too big.

thelawenforcer

dramallama
(4263 posts)

i like the ideas with the jumppads, could be quite fun, but perhaps some of the rooms are too far from each other or arranged in such a way that you need to make long boxy corridors to connect them which wont be very fun to fight in imo.

homart

Player
(679 posts)

some layouts changes/improvements
download here
(updated 2012-06-27 13:27:00)

unique

Alltime Newbie
(106 posts)

both links dont work for me
btw is this supposed to be a duel map?
Feels like the rooms are a bit overscaled and the corridors are pretty long and narrow.
I like the jumppads and also that MH that you can grab really smooth with some speed if you are on the same level, just passing through that room. I dont have an opinion on RA tho :D it's just "different" with that elevator but I think RA with 50hp under it is a bit too much, isnt it?
(updated 2012-06-27 18:34:18)

m0t0

Member
(840 posts)

tested and 2nd version is certainly better than the first! I think it has some potential.keep up!

thelawenforcer

dramallama
(4263 posts)

i had an idea to 'warsowify' the map a little bit:

change the horizontal jumppads for ramps. you dont need the jumppads to be able to cross such a gap if you put ramps in their place, and i would prefer to do a nice rampjump and walljump to cross those gaps.

also, a possible reconfiguration to make the bottom one into a nice fight area aswell?





homart

Player
(679 posts)

homart

Player
(679 posts)

Hey new beta the of my map Tacodm2. The map is not totaly finish i would say, i have done 50% of the whole map (need some optimisation/playerclip). I have redone the gameplay of one area (the one with very few details), i would like to have some feedbacks on this area before adding more details.

Please comment, post gameplay feedbacks, visual feedbacks, idea of everykind, screenshots,... And if you can give me some demo of you playing it, it will help me to see the flaw in the gameplay.


Here is some screenshots :













And here is the download link:https://dl.dropboxusercontent.com/u/82170775/map_tacodm2_005.pk3
(and if a server owner can upload it, would be great too)
Gracias HoMaRt

adem

Группа ВКонтакте vk.com/wsw_ru
(1295 posts)

Very very very very very stylish map (dunno how did i miss it early O_o), can't say too much about the game-play, but feels interesting from the 1st view =)

Feedback:
1) Absolutely every chamber's door is shootable. that's not good, since map is big and every spam shot is important to be hitted.



2) Also, player can clip in absolutely every chamber's door way. there is a lot another clips in the walls, i can post screenes/demos later if you want to know where.
3) Dunno if it is intensional, but players can sit under the lower stairs



4) RA area looks rather boring, i mean texturing.



5) this grille is randomly shootable/unshootable. it should be constant



6) Glitch in the window



7) Dunno why, but it feels like TP is on the wrong place, it is very risky to have near the stairs. How about moving it? i.e. you can replace opposite door by it.



8) Glitch in the toxic



9) Another glitch



10) The view behind this door is rather glitched and unfinished, i suggest you to cover the grille by something. i.e. as you did it with the hole at the top right of the screen.



11) Those stairs is shootable, as the stairs near lower TP.



(updated 2013-04-11 22:18:19)

thelawenforcer

dramallama
(4263 posts)

constant improvement.

3 things:

1 - the RA room is really ugly, and looks really boring. rather than using a boring staircase or ladder to provide change in height, why not try using some tricks.

2 - I dont like the teleporters, especially not how you can so quickly go from one into the other. teleporters are already not fun to fight around, and having two in a chain like that will simply be super frustrating. its boring to fight around them, and chasing through chained teleporters is impossible. also, the 2nd teleporter exit doesnt really flow - i always hit my head on the vent.

3 - only the top level of slime does damage, you can happily sit under it and not take damage.
(updated 2013-04-11 22:13:01)

adem

Группа ВКонтакте vk.com/wsw_ru
(1295 posts)

oh, i've forgot to mention about invisible clip in the tube: demo.

SkulP

¯\_(ツ)_/¯
(404 posts)

homart

Player
(679 posts)

in fact the RA room was not yet textured because i made some change in the gameplay that needed some test and feedback before going to the final stage.
But thank you for your feedbacks, i didn't seen many of these error while testing it :p, ty.
I will try to fix the teleporters and Ra room and bringing some more fun and interess in these two area, and i also think to change the width of the sewer, which is a little bit too bumpy and random (what do you think about it?)
And maybe i will add some rendertotexture (skyportal?) to the cells or the scene behind the windows to have some gain in perf? Plus use much more curved stuff created in maya or other 3D programs). But i don't have enough time to do every change i want in this map (as i already have school work to do :§ ). But when i will have time except some awesome stuff coming :D
(updated 2013-04-11 22:56:07)

adem

Группа ВКонтакте vk.com/wsw_ru
(1295 posts)

After another run through the map i've found some more glithes here and there. too tired to upload them 1by1 to foopics, so here is just a .zip-archive with all of them.

But there is one thing that i can't not post here :D




r4nd0m
Member
(115 posts)

uploaded! hf testing gameplay!

/connect 194.97.165.190:44400
(updated 2013-04-12 00:08:49)

homart

Player
(679 posts)

WTFProoF
The defender of Warsow
(569 posts)

No game-play thoughts, but some glitches and stuff I found as well as some design-questions.

1. Glitch





2. Glitch





3. Double Machine Gun?!





4. Missing Texture and cliping at the same time





5. Weird window





I just don't like it in that spot for some reason. Maybe remove the grate to the right from it and instead make an explosion-hole there and a grate on place of the window?

6. Lines in Teleporter needed?





I don't know if the lines inside of this teleporter are intended or not, and I also find that there should be only one teleport-model used in a map.


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