Ghostport_Remix_beta_1

Locked
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Ghostport_Remix_beta_1

Post by phantazm11 »

Howdy all,

I decided to re-beta my Fragarcade contest submission because the original item placement did not work out half as well as I planned it.

Thanks to son! at Esreality, the item placement has been completely redone and hopefully the map is a lot more balanced and geared more towards competitive play than the previous versions.

Let me know what you think. Any suggestions are welcome.

Thanks to everyone who showed faith in this unconventional map, and for those who disliked it in the first place: here's hoping your minds can be changed :)

Download: http://planetquake4.net/beta/index.php?op=mapid&id=119

phantazm11
+JuggerNaut+
Posts: 22175
Joined: Sun Oct 14, 2001 7:00 am

Post by +JuggerNaut+ »

screeneh's :drool:
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Post by phantazm11 »

Here ya go.

They are old screenshots, but since only the item placement has changed, they'll give you the general idea.

ImageImage
{uZa}FreakOfNature
Posts: 151
Joined: Thu Oct 20, 2005 2:18 am

Post by {uZa}FreakOfNature »

We run the previous version and it's one of the favorites on our server. Of course, it's an FFA server and I assume itome placement was changed for 1 on 1 or TDM type games?
All Out War! 8 player DM Server
1.2 patch + Q4Max + Custom maps + FAST Auto-Download!
Go to [url]http://www.uzaclan.net[/url] for more details or just connect to: 67.19.62.215:28004
[b][color=red]Stats are kept on uZaClan.net[/color][/b]
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Post by phantazm11 »

Yes, FreakOfNature, the item placement is intended for more competitive 1v1 play. I would like to see it get some Tournament play, but that is probably a little far reaching...

I'm really glad you guys like my original map. Tell the truth, FFA is my favorite gametype. My Via/D3W map submission was more FFA than Tourney (that's why it didn't do so well!) If you haven't seen it, it is called Systematic Lockdown. Pretty fun to play, although it IS rail orientated. I will be re-releasing a 1.1 version in a few weeks.

phantazm11
{uZa}FreakOfNature
Posts: 151
Joined: Thu Oct 20, 2005 2:18 am

Post by {uZa}FreakOfNature »

Awesome. I haven't heard of that map. We're always looking for more! We're at over 20 custom maps now. If you love FFA, stop by some time. The server's usually pretty slammed in the evenings.
All Out War! 8 player DM Server
1.2 patch + Q4Max + Custom maps + FAST Auto-Download!
Go to [url]http://www.uzaclan.net[/url] for more details or just connect to: 67.19.62.215:28004
[b][color=red]Stats are kept on uZaClan.net[/color][/b]
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Post by phantazm11 »

Here is a link for Systematic Lockdown if you are interested. It contains a few screenshots and a short review of the map, along with a download link. It is a fairly large map, and ppl seem to like it.

http://www.viacga.com/index.php?option= ... mitstart=7

It is at the bottom of the page.

Let me know what you think.
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Glad you're still working at this. I was surprised when yours didn't even make the final mappack since I thought it should've been top 5.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
{uZa}FreakOfNature
Posts: 151
Joined: Thu Oct 20, 2005 2:18 am

Post by {uZa}FreakOfNature »

phantazm11 wrote:Here is a link for Systematic Lockdown if you are interested. It contains a few screenshots and a short review of the map, along with a download link. It is a fairly large map, and ppl seem to like it.

http://www.viacga.com/index.php?option= ... mitstart=7

It is at the bottom of the page.

Let me know what you think.
That map is absolutely GORGEOUS!!!!!!! I'll have it on the server either tonight (Probably not, server's been packed all night) or tomorrow night.

Please stop by some time and say hi!
All Out War! 8 player DM Server
1.2 patch + Q4Max + Custom maps + FAST Auto-Download!
Go to [url]http://www.uzaclan.net[/url] for more details or just connect to: 67.19.62.215:28004
[b][color=red]Stats are kept on uZaClan.net[/color][/b]
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Post by phantazm11 »

FreakOfNature: I hope you guys get some good use out of that map. It is my favorite. Like I mentioned before, I will release a 1.1 version in a couple of weeks.

Would love to stop by but I'm on a dialup connection. :( Maybe if they ever decide to bring DSL out into the sticks...

wviperw: Yeah, don't know what happened. It would have been nice to know the reasons behind that decision...oh well.

Congrats, by the way. Your map and _shank's were my personal favorites from that competition.

If you ever get a chance to play this version of Ghostport, let me know what you think. :)

phantazm11
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

"It would have been nice to know the reasons behind that decision...oh well. "

I believe the main reason was the item placement. From the guys I talked to the map was simply unplayable with the original item placement (only 50h on map).

I ran around this new remix version and it definitely seems better. However, it still doesn't seem quite "right" to me. Note that I haven't played this version w/ anybody yet so I'm kinda going on theory here.

-Possibly move MH to where LG is. The current spot just doesn't seem like a place for an item as important as MH and putting it at LG would make for more interesting battles I think (imagine somebody waiting near that doorway and then the other person RJ'ing up to grab MH).

-Move LG... somewhere else. :) LG should be far away from RG anyway I believe since you don't want players to control both RG and LG too easily.

-Move RA down to bottom pit area in the corner (opposite from tele). I think this would make more interesting fights for RA since you'd have to drop down into pit to grab RA. Also, if doing that I'd move the teleporter exit obviously so it isn't too easy to escape. Here's one possibility for tele exit: Put at top level in the same room where that lift currently is (and lose the lift), and remove that curved part of walkway where RA currently resides so you have to jump a gap when coming out of tele. This would mean RA is still quite dangerous to get cas you have to drop down to pit and have 2 options: the JP which is death if the other player is in room w/ RG/LG, or the tele which is dangerous because you have to jump over that gap up top and could get air rocketed pretty easily. This would make things a lot more interesting I think.

-If you *don't* decide to change the teleporter location to what I said above, at least change it so you don't face a wall when coming out. It's always annoying to telejump out and run into a wall. Teleporter destinations should almost always point in a pretty open direction.

-Weapon placement could be a bit better for the minor weapons. I'd move GL up to the top floor somewhere (maybe RA room). I'd put SG in a spot where spawns are and it is relatively tight so it really gets used.

-I counted 1x50h, 3 (or 4?)x25h of health on the map. Better than before. Might be enough health but could maybe use 1 or 2 more 25h's, but testing would probably show this.

-Think I remember seeing rail ammo on the map? I don't think you need this since rail is powerful enough as is.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
Locked