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Topic: [map] Retrophobopolis

My first duel map: Retrophobopolis (final rev. 002 release).

Screenshots:

http://padpork.warsow-esport.net/tmp/retrophobopolis/002/wsw00001.jpg

http://padpork.warsow-esport.net/tmp/retrophobopolis/002/wsw00002.jpg

http://padpork.warsow-esport.net/tmp/retrophobopolis/002/wsw00003.jpg

http://padpork.warsow-esport.net/tmp/retrophobopolis/002/wsw00004.jpg

http://padpork.warsow-esport.net/tmp/retrophobopolis/002/wsw00005.jpg

http://padpork.warsow-esport.net/tmp/retrophobopolis/002/wsw00006.jpg

http://padpork.warsow-esport.net/tmp/retrophobopolis/002/wsw00007.jpg

http://padpork.warsow-esport.net/tmp/retrophobopolis/002/wsw00008.jpg

http://padpork.warsow-esport.net/tmp/retrophobopolis/002/wsw00009.jpg

http://padpork.warsow-esport.net/tmp/retrophobopolis/002/wsw00010.jpg

http://padpork.warsow-esport.net/tmp/retrophobopolis/002/wsw00011.jpg

http://padpork.warsow-esport.net/tmp/retrophobopolis/002/wsw00012.jpg

http://padpork.warsow-esport.net/tmp/retrophobopolis/002/wsw00013.jpg

Download:

EDIT: As of Warsow 0.5, included as wdm20 ! No need to download smile

Where to play?

Available on all warsow-esport.net 0.5 servers!

Thanks for everyone who helped beta testing and gave suggestions this far :-)

Last edited by kiki (2009-08-10 19:43)

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Re: [map] Retrophobopolis

ccool;))
fast, easy and nice flow ;p

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Re: [map] Retrophobopolis

Some areas definitely look promising, but I'd improve the lighting. Due to the use of light entities you see spots on the ceiling (http://padpork.warsow-esport.net/tmp/re … w00007.jpg) and overall look is quite washed out. Try using properly placed shaders instead.

Re: [map] Retrophobopolis

i like the color the lava adds

need more of it imo.

also, perhaps move the RA teleporter to the place where u can drop down (near RG) so that u actually have to come out of that little space. The Ra tele puts u in a very dominating position on the map (the highest point, in the centre of the map, close to the all the major items), there should at least be some possibilities for intercepting the RA taker.

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Re: [map] Retrophobopolis

acid wrote:

Some areas definitely look promising, but I'd improve the lighting. Due to the use of light entities you see spots on the ceiling (http://padpork.warsow-esport.net/tmp/re … w00007.jpg) and overall look is quite washed out. Try using properly placed shaders instead.

I agree lightning is a bit messy in some places. Actually only areas where it's placed with little more care is main room and ya area... gotta rework the rest.

I'll also experiment new item placement (blame h1o for that!)

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Re: [map] Retrophobopolis

I like the flow of the map a lot and the texturing is nice (maybe light it up more and use slightly more colored walls imo). I only ran around for a few minutes but I get the feeling that regaining control would be very hard, especially seeing how there's no YA. LG would probably dominate a lot and controlling that + RA and shutting down GA runs would prob be very effective. Remember though, haven't played anyone on it yet and I'm no expert tongue Just thinking out loud.

EDIT: just played a duel on it and it was good fun smile

Last edited by nxc (2009-08-06 16:56)

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Re: [map] Retrophobopolis

nxc wrote:

especially seeing how there's no YA

Oh, there is ya ;-)

Re: [map] Retrophobopolis

screens look nice, can already see some really nice trick possibilities.
will test anytime

#warsow.mapping
latest mapreview: ws-aztech by Torefos
WASD - WArsow Singleplayer Development

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Re: [map] Retrophobopolis

I haven't played it with anyone but from running around on it and watching people play the biggest thing that jumps out at me is it suffers from what I call a box filled with walls. The map literally is a rectangle shape with lots of of walls and floors separating it into sections.

I don't think this style works very well as it stops players from being able to control their opponent and 'lock' them into certain areas of the map or trap them. It lacks choke points.

I think the map would be a lot better if you didn't feel constrained to working solely within the 'box'. Working only within a rectangle is very limiting. Look at how some great maps use layout shapes and really defined areas and sections (wdm10, ztn3tourney1, q1dm4, q4placebo for example).

Sorry if I sound negative, I do think the map has potential.

<kckzi> 36, is that the length of ur dick... in MILLIMETERS?

Re: [map] Retrophobopolis

i think the jumppads would be better the same size as on blx' maps even tho the map is oh so small.

36 wrote:

I haven't played it with anyone but from running around on it and watching people play the biggest thing that jumps out at me is it suffers from what I call a box filled with walls. The map literally is a rectangle shape with lots of of walls and floors separating it into sections.

I don't think this style works very well as it stops players from being able to control their opponent and 'lock' them into certain areas of the map or trap them. It lacks choke points.

I think the map would be a lot better if you didn't feel constrained to working solely within the 'box'. Working only within a rectangle is very limiting. Look at how some great maps use layout shapes and really defined areas and sections (wdm10, ztn3tourney1, q1dm4, q4placebo for example).

Sorry if I sound negative, I do think the map has potential.

might still have potential to add more boxes and turn it into a tdm/bomb map smile

Last edited by VectorVanDoom (2009-08-06 17:45)

#define TRUE FALSE //Happy debugging suckers

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Re: [map] Retrophobopolis

Not sure how you draw that from my post VectorVanDoom. If anything bomb is the gametype that requires defined areas and choke points most.

<kckzi> 36, is that the length of ur dick... in MILLIMETERS?

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Re: [map] Retrophobopolis

beta4. lots of love for textures, no lights without sources, and item layout changes proposed by h1o.

callvote map retrophobopolis_b4 wink

Re: [map] Retrophobopolis

with 'more boxes' i ment new rooms as the map is a box shaped room according to your post. just a thought of mine that was a bit misunderstandable. migth even work as a ctf map if someone adds a mid and bottlenecks, who knows.

#define TRUE FALSE //Happy debugging suckers

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Re: [map] Retrophobopolis

kiki wrote:

Oh, there is ya ;-)

lols found it big_smile Anyway I like b4 layout more, but really big no to using Ultra-health for me. Changing game mechanics for duel isn't the way to go. Also you could probably make the lava-pool under LG a bit more shallow, it's basically a deathtrap now (maybe that's ur point, but being able to get out of shitplaces isn't bad tongue)

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Re: [map] Retrophobopolis

what's the difference between ultrahealth and megahealth beside the color?

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Re: [map] Retrophobopolis

ouxon wrote:

what's the difference between ultrahealth and megahealth beside the color?

MH spawns 20sec after wear-off (<100hp) and UH spawns after 35 or 40 seconds static (cba to check which tongue)

EDIT: static as in after every PU, not every 35-40sec regardless.

Last edited by nxc (2009-08-06 23:47)

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Re: [map] Retrophobopolis

Excellent! Duel map you say? Ye, but it also looks like a wonderful new map for DM in a good style with good textures. This is the kind of maps that Warsow really needs now that we want new players (which starts with DM and such), instead of making the crappy DA-maps (no offfence) into DM maps (they dont even have all of the weapons). Argh....

So the map is good. It may be dark in some places but thats good imo as its very eye-friendly as well as its easier to see the enemies. The item placements is also good. I also like the fact that there's a lot of places to do walljumps, tricks and such. Very good.

Last edited by Grasli (2009-08-07 00:22)

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Re: [map] Retrophobopolis

nxc wrote:
ouxon wrote:

what's the difference between ultrahealth and megahealth beside the color?

MH spawns 20sec after wear-off (<100hp) and UH spawns after 35 or 40 seconds static (cba to check which tongue)

EDIT: static as in after every PU, not every 35-40sec regardless.

Hm yea, I agree it should be a MH then.

I'm not sure about the armor positions on b4, you can easily start at RA and then take tele and block someone who is going YA to MH or MH to YA.

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Re: [map] Retrophobopolis

Suggestions for mh/armor placements? b4 changes were proposed by h1o, blame him wink

I kinda liked old mh placement as it wasn't easy place to camp, mh room got always interesting fights..

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Re: [map] Retrophobopolis

nxc wrote:

Also you could probably make the lava-pool under LG a bit more shallow, it's basically a deathtrap now

Hihi, it's not _that_ big hole wink But I added one more iron bar to the ground level..

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Re: [map] Retrophobopolis

I think I'm gonna test:

RA at current UH location
MH at current RA location
YA at current rg/lg ammo location
LG ammo at current GA location
GA at current YA location.

Opinions?

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Re: [map] Retrophobopolis

kiki wrote:

I think I'm gonna test:

RA at current UH location
MH at current RA location
YA at current rg/lg ammo location
LG ammo at current GA location
GA at current YA location.

Opinions?

Does sound good. But maybe put switch places of b4's GA/LG. The GA room is still a nice room for fights and LG is an important item

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Re: [map] Retrophobopolis

nxc wrote:

Does sound good. But maybe put switch places of b4's GA/LG. The GA room is still a nice room for fights and LG is an important item

Don't forget RL and EB are there too... I think it would place too much 'good' weapons in close range.

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Re: [map] Retrophobopolis

available on fuckingfrogs servers

sorry for my f****** english
h1oGL (fragmovie) : http://www.warsow.net/forum/viewtopic.php?id=19052
OTFFSR (movie tool) : http://www.warsow.net/forum/viewtopic.php?id=18858

Re: [map] Retrophobopolis

36 wrote:

I haven't played it with anyone but from running around on it and watching people play the biggest thing that jumps out at me is it suffers from what I call a box filled with walls.

big_smile

dm5 jester