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Post by retroactive on Apr 20, 2009 9:37:02 GMT -5
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Post by Lap on Apr 20, 2009 10:16:34 GMT -5
Looks like a good substitute for gm_castlewarfare. Besides it being for only two teams there's nothing wrong with it.
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slice
Junior Member
:D
Posts: 78
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Post by slice on Apr 20, 2009 12:49:00 GMT -5
Looks awsome and not so flat as the most Wm maps do, though 2 teams might be too few?
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Post by retroactive on Apr 20, 2009 18:54:43 GMT -5
Would it be better if I copied the map, and made a duplicate right next to it..and cut out the black hole in the tunnel to make an access point?
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Post by Lap on Apr 20, 2009 21:07:59 GMT -5
Yep, that would be an amazingly easy fix. You could even do it three times if you want.
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Post by retroactive on Apr 20, 2009 21:40:48 GMT -5
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Post by Lap on Apr 21, 2009 13:26:59 GMT -5
Is there actually a way to get out of the ravine? Otherwise you might just want to fill it with lava or something and put trigger_hurts down there. Or make it a way up. Just wondering, why have you decided to keep the wall in the middle. It's not a bad or good thing either way, but I'm interested to know how you came to that decision.
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Post by retroactive on Apr 21, 2009 15:07:07 GMT -5
I thought it looked cool, to be honest.
Consider is a second "story" of the level - a smaller area that is more vulnerable (also planned to have more resources down there) but has more incentive to capture. If I added a ramp or an access route, or some kind of trigger_hurt down there, it'd make the area a big, useless hazard.
I wonder if it would be possible to add a ramp coming out of the ravine - that is toggleable. Not toggleable to players, but is either up or down based on what the gamemode tells it to do (the data coming from the variant itself). You could create a variant with the bridge up, and another variant with the bridge down. Or, better yet, instead of a ramp, dangerous water. I don't want to use lava because I hate every lava texture in every video game - it's just too unrealistic to me. It's really up to you whether there's a ramp or not, I could care less.
The wall in the middle is there to create tension - if a player is unattentive, the big guy on the other side could be planning a mass attack, and he would never know. This forces the players to keep tabs on both sides of the map, and creates suprise. In my opinion, suprises = fun! Scrambling to get a defense up at the last moment to repel the impending doom always creates epic battles. Hopefully it will also force the players to spread out at least a little, and think of the other players, instead of having everything in one area trying to play singleplayer. Of course this could always backfire and instead magnify this situation, but whatever.
The wall also cuts back on open space. Players usually (from my experience) pick a nice corner to build in and since those are lacking here they'll probably build next to the trench, next to the wall. Of course only two players will be able to do that since the wall is so thin, finders keepers! There are many uses for that wall, but of course, it's all theoretical until it's tested ingame. For all I know it could end up being the downfall of the map.
Didn't mean to get so in depth or anything, but I'm a bit bored as my friend is playing Combat Arms on my PC and I'm on his browsing the net. I'll toss a little speed bump on the edge of the trench so melons don't randomly fall in, forgot about that.
Let me know what you want done with the map, and I'll do it - and post more screenies!
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Post by feha on Apr 21, 2009 15:58:19 GMT -5
Hey retro, I think I remember you from somewhere? Maybe from several months ago?
Also, I must say that myself I love to hear the creators thoughs, so to me, you can go alot into what you think about it.
Do you think you are skilled enough to make a train for the map, that goes every X second, to make it harder? I wouldnt be able to for sure, but maybe you.
I would love to see that you add something to lead the forces into the bridge, as I on fog of war lost several melons due to going to the sides of it. Could be done in a subtle way of weak forcer towards it at the side, or mor visible way, by adding a big base, with rails at sides.
Think it is possible to put sp ontop of that wall? cause it would not be good, as it would prevent all attacks but sky attacks, which are easy to flak. Atlwast not if you ask me.
As last comment, I must say it looks good already, and I belive I can trust you on the finished product being great. Well, aslong as you do not add fog ofc.
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Post by Lap on Apr 21, 2009 16:35:27 GMT -5
If you want to use the wall to force players to build nearer the trench another solution that could work is removing outer walls. Players can't build on sky, but if you do it right melons can still fly there.
Speed bump is the best solution here. I understand having resources down there, I just didn't want to see it as a melon purgatory where melons would get stuck there taking up the melon limit.
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Post by retroactive on Apr 21, 2009 19:58:25 GMT -5
Feha: I haven't done it before, but I'm almost sure I could get it done - I haven't mapped in a couple of months so I'm a bit rusty. On top of that, I'm having random BSOD errors popping up..which is hell on mapping for obvious reasons I'm not so sure however whether it will work without lagging, especially on a gamemode like WarMelons - but I guess we'll find out. The bridge won't allow melons to fall off, no worries there. img10.imageshack.us/img10/8320/bridge1i.jpgI've also turned the top of the wall into a wedge, so melons will not be able to stay up there even if they do build a SP. I hadn't thought of that before. Also, thanks for the kind words, no fog in this one ;D Lap: I think instead I'll wait and see what the variant creators come up with (after I toss on my own personal variant of course ;D). No melon shall unwillingly venture into the great trench.
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Post by retroactive on Apr 23, 2009 8:43:41 GMT -5
It didn't want to compile with the wedge (2 cores dedicated and got the forever vvis, didn't want to wait) so I just added a trigger_hurt to the top with lots of warnings Don't build there! Editing is temporarily disabled, so no screenies on the file. Here's version 1.0. www.garrysmod.org/downloads/?a=view&id=67500
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Post by Lap on Apr 23, 2009 14:21:24 GMT -5
So why is it still named 2melons one bridge as there are now two bridges?
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Post by Articus on Apr 23, 2009 16:48:22 GMT -5
You should put a train that has the kill/hurt/etc function that kills anything it hits on the bottom of the ravine.
We need maps that contain traps and goodies.
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Post by retroactive on Apr 24, 2009 2:26:42 GMT -5
Lap: I dunno. Got a name in mind? ;D
I was contemplating the train after Feha suggested it, but since there are now two suggestions for it I'll toss it in v2! I'd definitely like to get some testing done to see what could be fixed / added as well.
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