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 "Lost Paradise" by Despair - [FINAL] 
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Joined: Wed May 09, 2012 8:28 pm
Posts: 43
 "Lost Paradise" by Despair - [FINAL]
Right when i get the itch to map again and actually have a good idea, this pops up. Perfect timing. Should be fun. (sry cityy, can't bribe me this time :P)

Chad "Despair" Younger

DL here:

Last edited by Despair on Fri Aug 10, 2012 4:24 pm, edited 9 times in total.

Wed May 09, 2012 8:36 pm

Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
 Re: TBD by Despair
WTF :( :mrgreen:


Thu May 10, 2012 6:36 am

Joined: Sat May 08, 2010 8:24 pm
Posts: 24
 Re: TBD by Despair
if overgrowth was anything to go by then i'm looking forward to this!

Sat May 12, 2012 6:02 pm

Joined: Sat May 29, 2010 3:17 pm
Posts: 210
 Re: TBD by Despair

Tue May 22, 2012 9:12 pm

Joined: Wed May 09, 2012 8:28 pm
Posts: 43
 Re: TBD by Despair
Week 1 screenshot:

Capture.JPG [ 410.44 KiB | Viewed 7128 times ]

Sun Jun 03, 2012 2:45 am

Joined: Wed May 09, 2012 8:28 pm
Posts: 43
 Re: TBD by Despair
First alpha/beta/whatever ready. I'm mostly satisfied with the routes, but i'm still iffy on some that didn't work from my 'on paper' plan, so i'm open to suggestions there. Weapon/item layout is obviously very rough atm. Looking for gameplay/item layout feedback. Thx

Edit: moved DL link to main post

Last edited by Despair on Fri Jun 08, 2012 7:04 am, edited 1 time in total.

Thu Jun 07, 2012 6:18 pm

Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
 Re: TBD by Despair
Looks good. Its a good sized map - you could probably get away with adding a powerup to either side in addition to the quad - regen or something. Or a personal medikit.

I could definitely get some speed up - which is nice. But it makes the lower/water area feel *really* slow. Having a water route or two is good, but maybe there is too much distance that can be covered underwater? Might slow down gameplay a bit.

The railing outside the quad is easy to get hung up on. Maybe this is intentional? I found it a tad frustrating.

But good map, good overall feel.

And take my opinions with a grain of salt - I am not a CTF guy. Plus, I am one of your competitors :P

Fri Jun 08, 2012 12:28 am

Joined: Mon May 31, 2010 8:45 pm
Posts: 142
 Re: TBD by Despair - [Alpha\Beta 1]
Can't wait to see this in the final stages.

Fri Jun 08, 2012 4:28 am

Joined: Wed May 09, 2012 8:28 pm
Posts: 43
 Re: TBD by Despair - [Alpha\Beta 2]
Thanks guys. Newest version is up. Mostly just a few changes in base. Changed the columns to remove the long LOS on top and improve movement between the levels (hopefully). Also added a medkit under flag and thinned out the railings in mid to something closer to what i think they'll end up as.

Fri Jun 08, 2012 7:11 am

Joined: Wed May 09, 2012 8:28 pm
Posts: 43
 Re: TBD by Despair - [Alpha\Beta 3]
Another version up. Added spawns, ammo, and health. I'm unsure about the 2nd YA i've added in base (too close to other armors? maybe regen would be better there?), but otherwise, i think the items are balanced decently. Any thoughts on item placement and/or anything i should add/remove would be appreciated.

Note: May want to run around with r_lightmap 1. I've lowered the skylight values to be more realistic and as there isn't much other lighting yet, it's pretty dark in places.

Sat Jun 09, 2012 4:35 pm

Joined: Wed May 26, 2010 5:45 pm
Posts: 36
Location: New York
 Re: TBD by Despair - [Alpha\Beta 3]
Beautiful layout. this is like one of those maps that i've always wanted to make but never had the gameplay figured out.

i wouldn't mind if you scaled down the whole central area 25-30%, maybe keeping the house about the same size. i think this map would do better at a faster pace.

can't wait to see what the flag room looks like when you are done. i see you really like waterfalls, i do too :).

Sat Jun 09, 2012 9:32 pm

Joined: Wed May 09, 2012 8:28 pm
Posts: 43
 Re: TBD by Despair - [Alpha\Beta 3]
Glad you like it :D. The flow of it actually turned out even better than i'd planned. I don't think i will shrink the mid though. With the exception of the low-low route straight across, it is already rather fast. Don't want to have every route be super quick :). Also, i think it will feel alot less open once i flesh out the details.

Sun Jun 10, 2012 1:07 am

Joined: Sat Jun 02, 2012 12:09 am
Posts: 16
 Re: TBD by Despair - [Alpha\Beta 3]
wow, I'm really looking forward to this one! Not even half way through the comp and I know there's no way I could top this. :lol:

Mon Jun 11, 2012 1:33 am

Joined: Wed May 09, 2012 8:28 pm
Posts: 43
 Re: TBD by Despair - [Alpha\Beta 4]
Week 2 Screenshot:
Capture.JPG [ 399.37 KiB | Viewed 6916 times ]

I reworked the side/back room in base to be more open. Also changed the YA there to Regen. I haven't heard anything regarding the item layout, so hopefully that's a good thing. :) I'm getting eager to start on the detailing, so hopefully i'll be able to finalize this layout soon. Any suggestions appreciated ofc. :)

Original DL link updated.

Mon Jun 11, 2012 6:28 am

Joined: Sat Jan 21, 2012 11:25 am
Posts: 39
Location: Czech Republic
 Re: TBD by Despair - [Alpha\Beta 4]
Do you know the watercaulk, lavacaulk and slimecaulk aren't part of the game and you're required to include shaders for them in your map? The same takes effect also in alphamod volumes...

Good luck with the mapping, I'm too busy today and now I cannot make up for the delay...

I play Team Deathmatch, Capture The Flag and Team Arena games...
What gametype prefer you?

CZghost want to meet you...

Mon Jun 11, 2012 5:15 pm
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