spawns: 15
powerups: 1 - Quad
armour:
RA x 1
YA x 2
shards x 16
health:
MH x 1
50H x 1
25H x 11
5H x 9
weapons:
GL x 1
SG x 2
PG x 1
RL x 2
LG x 1
RG x 1
Edited by Yellack at 14:53 CST, 25 February 2012 - 49579 Hits
Looks like a nice map, nice colors, good amount of items. It's hard to give feedback just from the video though, is the map available for download? (that is if you are looking for feedback and the map isnt already 'done')
Awesome map! Can't wait for id to release it. Will there be an introduction on sinister aswell? I already had the pleasure to test it and I liked it a lot. Akm and you should really get more credit for making such nice maps... keep it up!
If it's new: How about sending it to id with statements by lots of active tdm players / league admins / etc that they like it and want it to be released?
yep, watched the video several times and liked it aswell. got a feeling its going to have some balance issues at start though, northern (wups said southern before :D) side of the map has such good items/positioning on items. hope we get it soon though ;[
easily much more interesting than tornado or dm20.
Looks very nice. It's hard to have a feeling about the size (looks wide open from the vid?) without playing it, but it's clear you put some thinking into it. I like the overall connectivity, item placement etc.
The video presentation is a nice move! Looking forward to play it.
No it isn't huge, first thing i've realised about this map is how great it scaled, nicely balanced proportions. But i hope lg won't be a such problem because atm it looks like it'll be totally dominate red area.
I don't know about the theme. It needs to be it little more browner... and a little more darker. Because it's not dark and brown enough. I play a lot of quake, and I don't have enough of dark and brown maps.I like dark and i like brown.
map looks really really nice. love the layout. atleast from the looks of it has the right tightness to the areas. not usually a big fan of pillars + tele from low to high but seems like it might work in this case.
whyd u decide to put the rail where it is tho? having a direct angle from rail to ra seems a bit meh.
anyways looking forward to playing it. on a final note can we please please not use that texture set? horrible grey textures...........
Can only play stupid bots :>
The map structure is fine, if its not balanced you only need to swap 1 or 2 guns, while I actually want a strong RA, you should benefit from having RA :)
Watching this again I'm not sure about the item placement. If you control the red you control the RG. Say you put 2 people on rail and 2 on LG or something like that, then you pretty much "enclose" the strong side of the map with your team. You got RG, LG, Red and a RL. Besides that you also have the vertical advantage to attack the quad. Taking all that into consideration the strong side feels a bit overpowered to me.
Really curious to see how it will play in a real match. For now I wouldnt change it.
imho
team1 control ra and rail, and railing lg & yal & yau
team2 control ya & rl, mh, sometimes lg
when the teams met on quad, quad is dead or taken by team1!!!
Can you upload the map? Its wery hard to uderstand the map by video.
I think the map looks really good at least from the youtube video, i just hope id can pull their fingers out and get some new maps involved sooner rather than later.
damn from how many angles can you shoot to quad area with rail? :<
and lg right next to the teleport the team who has ra can just drop down on time and steal it go teleport and safe lg go home.
Seems pretty damn nice. The Furious Heights / House of Decay theme is replicated nicely, probably better than either of the aforementioned maps actually with the nice yellow+blue contrast, giving it a very atmospheric touch.
I also like the vertical aspect of it, which is sorely missing from other TDM maps which tend to have a flat feeling. (Flat = usually not fun) Seems kind of small / tight though for a 4v4 TDM map though, (if that is what you were aiming for) dunno why. But then again, so is Tornado. You even have a nice jump pad trap door gimmick like in Reflux. Gimmicks = good thing. (In moderation) Connectivity is spot-on.
Great job!
Edited by EmeraldTiger at 20:13 CST, 6 February 2012
having seen the video I can't help but feel I have seen this map before?!
Anyway, looks like a fast paced map and with the positioning of the rail and shaft you will have to move out a lot out of the ra room in order to get the weapons. So, yes, I think ra is strong but not as strong as people might think imho.
Also, the quad area is massive. I like it somewhat but the pillars could be a bit smaller maybe... Dunno if that works, or not as the pillars allow you to rush to certain areas and you are up there.
LG is fine there imho. Where do you want to put it? You cannot swap it with rockets, or with rail. So you either have to swap it with something like mh or sg or w/e but I don't see it working that well.
What I like about this map is that timing of the weapons becomes as important as timing of the red and yellows. Although I'd be happy with a shaft or rail and only few shards as some of the rooms are quite open and allow for proper dodging.
My few thoughts. Hope they add it to quakelive. Community work ftw (: keep it up!
Like i said lg is 2cms from a teleport so you can still it from above and go to the teleport into a safe location and yeah its really near quad. It looks like a fast paced map indeed something we have alot lately i guess .. In my personal opinion i don't even enjoy that much to play maps like dm14 coz the line between being good or bad there is so small but i kinda miss maps with that tactical side and where people actually put a brain in there on making them.
Quakelive tdm as it is, is all about wipe teams out with fast pace item control and solid aim.. i kinda feel we need more tactical maps to balance this.
Saying that i also want to congratulate fellow quakers for putting their time and effort into the game that is much aprecciated by all quakers i believe.
Looks really nice, GJ. Just can't help to think it will be very rail heavy with alot of exits everywhere and alot of open space? I would remove the railslugs from the RED stairway and only keep the railslugs at GL/RL or maybe remove theese aswell so its like on HiddenFortress with only the railslugs the rail gives itself :-)
maps looks awesome. But there is one thing i dont understand about TDM maps, very often you see the best weapons (hitscan) near the main items, it's a total non-sens to me.
this seems like a map made in heaven for a rail heavy player like juven1le, winz or silencep. Theres so many wide open spaces and huge level differences. Have to wait how it works out i guess.
Kinda looks like a mix between tourney7 and ospdm6 in my eyes.
Seems rail heavy. I don't really like these dark textures. It's hard to say anything about the map, without playing atleast 10 games on it, but huge spaces and "hard to guard" major items will prefer aim over teamplay, which I don't like... : ). We need more maps, like dm14 or osp5.
I was more thinking it should swap place with the YA in the corner. Then you cant see if LG is spawned from above and have to take a chance by dropping down. Further more the water will make noise when you take it (unless you can jump across with normal jump). But swapping with Quad SG is allso an option.
LG+RA = GG
an overpowered ra room . it is easy to control and it gives u a comfortable pass to lg (dont forget the yellow armor) and rail.
a dude with lg and 150 armor ......
perhaps u should put rail a bit more away from ra
UPDATED:
1) removed the rg ammo from RA
2) Switched Quad-SG with LG
3) Made the high Quad entry (above tele) smaller, more like a doorway, so theres less view into the Quad Area. Also easier to recieve splash dmg etc.
first of all, everyone doesnt learn them for sure, since we got some guys in our clan who dont even know half the spawns yet...
wireframes in warmup are enough for those who want to learn them, same as item spawns should have timers on them during warmup. the game should offer the tools for easy learning, NOT do the learning for you
I agree with frs on this, as warmup is after all just that: warmup. When the game is on, several factors start seperating those that know the game well, and those not so well. This includes knowing spawnpoints, item times, player placement for maximum efficiency and so on.
On most of all the tdm maps that are popularly played, I know somewhere around 50% of the spawnpoints for example. Most of the time if I start learning new spawnpoints, the ones that I learned earlier on 'disappear' from memory. Thus, the memory gets replaced in this matter. I see this as my way of selectively choosing what is most important to know and prioritize with during the actual game. Spawnpoints, even though they might be crucial in dual, for example, is not at the same level important in TDM, as you, at a rate, spawn closer to your teammates than to your enemies.