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-   -   sf_ramps_alpha (http://www.sourceforts2.com/boards/f41/sf_ramps_alpha-13020.html)

angeloftheafterlife 10-11-2009 08:36 AM

sf_ramps_alpha
 
1 Attachment(s)
Hi all...
haven't made a map in a while so i figured i'd do one. this is sf_ramps. it's still in the alpha stage and still needs alot of stuff.

blue spawn
http://i307.photobucket.com/albums/n..._alpha0003.jpg

both flags
http://i307.photobucket.com/albums/n...amps/flags.jpg

top view
http://i307.photobucket.com/albums/n..._alpha0004.jpg

side view
http://i307.photobucket.com/albums/n..._alpha0005.jpg


file attached

Things missing/needing to be fixed.
-no 3d skybox
-no dissolving trigger on bottom of map
-a few conflicting textures.


comments and suggestions appreciated.

MajorPain 10-11-2009 08:54 AM

in the past, up and down style gameplay never really worked.

angeloftheafterlife 10-11-2009 09:14 AM

i would think that, although i would make it easier to get to the flag, it would also make it harder to get back to your base with it... what about it doesn't work?

Khuskan 10-13-2009 07:12 PM

The problem is that with this sort of map, the enemy can just jump over most of your defenses from above and take the 10hp fall damage. Maps work best when you're attacking on level ground or uphill. Height is too much of an advantage for attackers.

CrasherBuu 10-13-2009 07:22 PM

Yes, but since both teams will be attacking, that evens it out. Makes for more caps in a single game as opposed to stalemates. I like the look of it at the moment.

Rushz0rz 10-13-2009 07:34 PM

The depressed tile on the very bottom needs a different texture, the lighting needs to be brightened, the edges of the ramps need trim, and the wall textures need some variety.

angeloftheafterlife 10-14-2009 09:46 PM

thanks for all the suggestions. i should have an update soon.

Khuskan 10-15-2009 01:16 PM

Quote:

Originally Posted by CrasherBuu (Post 266093)
Yes, but since both teams will be attacking, that evens it out. Makes for more caps in a single game as opposed to stalemates. I like the look of it at the moment.

That doesn't even it out at all. The fact that either team can jump clean over the enemy defences means that building is totally redundant, and the only thing you can hope to build is an impenetrable flag defense or make it as hard as possible for the enemy to leave your base - which cripples your own offence.

Peapod 10-15-2009 04:12 PM

In my experience, you fight up and down or from base to base. That is to say, if you get lots of vertical into the map, things don't seem to progress that nicely in the game. Mappers, I think, tend to get away with a bit of height until a certain point.

angeloftheafterlife 10-17-2009 04:09 AM

sf_ramps_beta
beta... still alot of things to fix (textures, uneven brushes, etc.)


http://i307.photobucket.com/albums/n...s_beta0000.jpg


http://i307.photobucket.com/albums/n...s_beta0006.jpg


http://i307.photobucket.com/albums/n...s_beta0005.jpg


Changes:
-changed up textures to add variety.
-Fixed some lighting issuse
-added 3d skybox
-fixed block spawn buttons.


DOWNLOAD LINK: http://www.filefront.com/14737405/sf_ramps_beta.bsp


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