Terror(updated)

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Terror(updated)

Postby Vinal » 9 January 2016, 15:24

Map name: Terror
Map ID: vinal-terror
Map description:
coming soon
Map Page Link: http://plazmaburst2.com/?s=9&a=&m=vinal ... &id=713760
Map Demo Link: http://plazmaburst2.com/?s=2&map=vinal-terror
Brief Description:
My first map ever made. Please recognize that I play PB2 now since about one week. Thanks ;)
Last edited by Vinal on 11 January 2016, 13:12, edited 1 time in total.
Life is something you can ruin as easy as you can make something of it.
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Re: Terror

Postby Kiriakos Gr96 » 9 January 2016, 15:38

nice map
for first time you made good job with the triggers
and i like the desing of the map
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Re: Terror

Postby Monovalent » 9 January 2016, 15:50

Pushers don't work - http://prntscr.com/9ny19v http://prntscr.com/9ny22p

Backgrounds are missing here: http://prntscr.com/9ny27b http://prntscr.com/9ny2lw

Wrong wall material?: http://prntscr.com/9ny2wv

Camp spot: http://prntscr.com/9ny374

Too much open space here: http://prntscr.com/9ny3gp http://prntscr.com/9ny3lk

Overall, the map is pretty good. I'm 100% sure this is not your very first map as there are a few advanced trigger systems that not a single beginner can mint.

By the way, why did you name your map like that?
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Re: Terror

Postby Vinal » 9 January 2016, 16:03

Well I've made up some ideas together with my friend, but after all, I've created the triggers and did actually 99% of the work. I've been in struggle with pushers 'cause I didn't know how to let it push someone up/down/left/right.

Well I had no idea what to name my map when I've made the first wall. I create the map while working on it. Means: While adding a wall, I imagine of where to place the next walls. So my maps will be random whatever I call them. That's why it's called terror.

I didnt miss the BGs, I wanted it like that
Life is something you can ruin as easy as you can make something of it.
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Re: Terror

Postby Krutz » 10 January 2016, 01:30

i really doubt this is your first map, but that is irrelevant

i dont know if you simply forgot to light the center of the map or just didnt want to, but its pretty dark there

i think you need to realize that alpha team is a team whose members cannot collide among each other. this is not to say that you can't have alpha team in a combat map — but it's just another factor to counterbalance. for example, if a map had alpha team vs red team or something like that, and you knew that alpha team was "better," then you would give red team extra HP, an extra member, easier access to strong positions in the map (asymmetrical maps), stronger weapons, more weapons, etc. just something to counterbalance the superiority of alpha team

you have a bit of a head-knocker here:



this team deployment delay system can easily be negated by just climbing through the thin ceiling:



the only part of the map that i like is the bottom. the top/"2nd story" is extremely open without any interesting structures from which to fight. the bottom is much more interesting because it demonstrates the concept of a danger made imminent if you "stay in your base" and the angles of combat are more attractive than the top's "reach the top then blindfire" meta-game

there is inceptive clatter at the spawns, a noise that entities make at the beginning of a round because they're improperly placed. if guns are the culprits, like in your map, you simply place them at the players' feet. this isnt something you have to fix, but it might be annoying to some people

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Re: Terror

Postby Vinal » 11 January 2016, 12:10

Krutz, I think I could see it as a honor to get such a POV from your side. I've been sitting a long time on this map to come up with good stuff. I've been skyping 1 hour with my friend who gave me advice and explained all those functions to me. I wanted to make my first map look "professional". If I'd make such a map alone without any advice towards those functions, I wouldn't end up with this. But as you said: irrelevant anyways.

You're right with the fact that the upper side is pretty "lame". I'll be working on it today and would apreciate it if You check the map within 2 days or less. To avoid the negation of the delay system, I've created a pusher which will be deactivated when the battle starts.
Regarding floor 2: The problem is that You are able to go up to the middle or by using the pusher leftsides. I am struggling with placing walls to provide a smooth and fair gameplay which lets the battle finish in more than just 2 seconds of spray 'n pray.
Life is something you can ruin as easy as you can make something of it.
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Re: Terror(updated)

Postby Quadra » 16 January 2016, 22:21

Glitch here,when jumping from above you glitch between that wall
http://prntscr.com/9qzghf

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