Beta 3 (final? ish?)
Not bothering to post this one in as many places; I have some great beta testers, but just in case more useful feedback emerges (and thanks to everybody who's helped so far):
http://www.kilnet.org/files/map_gdlk4t1beta3.zip
I've replaced the smaller bouncepad with a stairs/ramp thingie.. and done some more general tidying.
http://www.kilnet.org/images/grinderbeta6.jpg
Under consideration:
- Change (increase) MH respawn time?
- Move MH to RG box, and shift weap respawns around, placing rail elsewhere?
- remove second RL ammo?
:icon31:
Updated: Q4 Grinder RC1
Updated: Q4 Grinder RC1
Last edited by GODLIKE on Mon Oct 16, 2006 4:57 am, edited 1 time in total.
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Great work, love the layout. It feels much more compact, and I think RG will be effective in this map, but not too much so.
I think you have too much health in the map. I counted 4 25's, 1 50, 1 MH and 3 5hp's. Also your healths seem to be more or less centralized around the center of the map (with the exception of the 25hp across from rail). The 50hp is very close to MH which makes it easy for someone to pack up a bit before attacking it. The 25hp above MH also seems a bit much.
What I think you can do is get rid of one or two of the healths, and maybe move them around so they are farther from MH. Also, maybe replacing a 25hp several 5hp's would be a good idea, so the player who doesnt control the mega can still bump his health up a bit over 100.
Some of your spawns are right by your items. This may be a personal taste thing, but I think you should have to travel at least a short distance to snag a juicy item. If someone spawns 5 feet from MH to start the map, he has a pretty big advantage. Plus, you want people to fight over the items, and spawning right by them sort of takes that away.
Anyway, I like the layout a lot, looks like it will be lots of fun, and very fast paced. I was unable to play actual people on it, so take my comments with a grain of salt.
I think you have too much health in the map. I counted 4 25's, 1 50, 1 MH and 3 5hp's. Also your healths seem to be more or less centralized around the center of the map (with the exception of the 25hp across from rail). The 50hp is very close to MH which makes it easy for someone to pack up a bit before attacking it. The 25hp above MH also seems a bit much.
What I think you can do is get rid of one or two of the healths, and maybe move them around so they are farther from MH. Also, maybe replacing a 25hp several 5hp's would be a good idea, so the player who doesnt control the mega can still bump his health up a bit over 100.
Some of your spawns are right by your items. This may be a personal taste thing, but I think you should have to travel at least a short distance to snag a juicy item. If someone spawns 5 feet from MH to start the map, he has a pretty big advantage. Plus, you want people to fight over the items, and spawning right by them sort of takes that away.
Anyway, I like the layout a lot, looks like it will be lots of fun, and very fast paced. I was unable to play actual people on it, so take my comments with a grain of salt.
Thanks!
Yeah, item placement is the last remaining struggle.. It's hard to get everything adequately spaced out in a level this small, compared to some of my other stuff.. I agree that there is too much health. I think in the beginning I was 'over concerned' about the rail ruling the map, and now I'm rethinking the placements.
When playtesting, I notice that the first player to GET the RG can effectively deny the other player from having it if they choose to.. So the RG may get moved to a more central locale, with the MH in the current MH box.
Yeah, item placement is the last remaining struggle.. It's hard to get everything adequately spaced out in a level this small, compared to some of my other stuff.. I agree that there is too much health. I think in the beginning I was 'over concerned' about the rail ruling the map, and now I'm rethinking the placements.
When playtesting, I notice that the first player to GET the RG can effectively deny the other player from having it if they choose to.. So the RG may get moved to a more central locale, with the MH in the current MH box.
I think it's done.
RC1 is here..
http://www.kilnet.org/files/map_gdlk4t1rc1.zip
Map will probably be final by next week.
http://www.kilnet.org/images/grinderbeta7.jpg
http://www.kilnet.org/images/grinderbeta8.jpg
Changelog Last Section:
Moved MH to Box-o'-badness.
Moved RG to center atrium floor
Tweaked portals slightly
Tweaked lighting in some areas
Removed 2 25h globes
Moved SG to low YA area
Moved HB ammo to lower RL area
Removed 1 RL ammo box
misc texture tweaks
fixed weird flare above murder chute near high RL
Adjusted spawn points (Player should spawn near SOME halfway decent firearm, most times... Slows conversion frags somewhat)

RC1 is here..
http://www.kilnet.org/files/map_gdlk4t1rc1.zip
Map will probably be final by next week.
http://www.kilnet.org/images/grinderbeta7.jpg
http://www.kilnet.org/images/grinderbeta8.jpg
Changelog Last Section:
Moved MH to Box-o'-badness.
Moved RG to center atrium floor
Tweaked portals slightly
Tweaked lighting in some areas
Removed 2 25h globes
Moved SG to low YA area
Moved HB ammo to lower RL area
Removed 1 RL ammo box
misc texture tweaks
fixed weird flare above murder chute near high RL
Adjusted spawn points (Player should spawn near SOME halfway decent firearm, most times... Slows conversion frags somewhat)
Some feedback suggests that the "Big Ramp For Strogg Labour to Move Big Boxes" is visually off-putting for some. (Plus having a ramp AND stairs side-by-side is counter-intuitive.) So, I've attempted to come up with an 'option B' for the ramp..
I experimented with a few variations on a 'side ledge' and decided that the best option look like this:
http://www.kilnet.org/images/grinderbetaledge3.jpg
This is IMNVHO the "least annoying" option, so far as movement goes. It definately LOOKS better than the big ramp.. although I still think the movement is overall faster and less restrictive with the ramp. The rest of the level has a pretty free flow for movement, strafe, and slide.. This part now feels a bit constricted, for my personal taste, but I'm thinking that I'll let people test both versions..
http://www.kilnet.org/files/map_gdlk4t1rc1b.zip
I experimented with a few variations on a 'side ledge' and decided that the best option look like this:
http://www.kilnet.org/images/grinderbetaledge3.jpg
This is IMNVHO the "least annoying" option, so far as movement goes. It definately LOOKS better than the big ramp.. although I still think the movement is overall faster and less restrictive with the ramp. The rest of the level has a pretty free flow for movement, strafe, and slide.. This part now feels a bit constricted, for my personal taste, but I'm thinking that I'll let people test both versions..
http://www.kilnet.org/files/map_gdlk4t1rc1b.zip