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 Storm3dm7 By Justin "StormShadow" Ingels [FINAL] 
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Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
 Storm3dm7 By Justin "StormShadow" Ingels [FINAL]
Storm3dm7:
1v1 / Small DM (I think)
justiningels [at] gmail [dot] com
http://www.justiningels.com/ld

FINAL:
Storm3dm7_msg

Filename is Storm3dm7_msg.pk3

See final post for a few notes regarding the map.

Enjoy!


Last edited by StormShadow on Fri Aug 10, 2012 11:21 pm, edited 8 times in total.



Fri May 11, 2012 10:59 pm

Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
 Re: Storm3dm7 By Justin "StormShadow" Ingels
Week 1 progress shot. Nothing much to see yet :)


Attachments:
2012-week1.jpg
2012-week1.jpg [ 320.14 KiB | Viewed 6391 times ]
Sun Jun 03, 2012 12:49 pm

Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
 Re: Storm3dm7 By Justin "StormShadow" Ingels [ALPHA 2]
Alpha 2 available:
http://dl.dropbox.com/u/18033092/storm3dm7-a2.pk3

All suggestions are welcome! Looking for feedback on overall flow / routes and item placement.


Fri Jun 08, 2012 12:52 am

Joined: Wed May 26, 2010 5:45 pm
Posts: 36
Location: New York
 Re: Storm3dm7 By Justin "StormShadow" Ingels [ALPHA 2]
i just went into your map and i think i might be blind. lights would be appreciated for testing :P .


Fri Jun 08, 2012 1:22 am

Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
 Re: Storm3dm7 By Justin "StormShadow" Ingels [ALPHA 2]
Solid start man, layout seems alright generally but I have a few suggestions.

- the level seems to be quite open on the upper level; I feel like you should close it off a bit more and maybe have a bit more of a seperation of atriums
- maybe the higher level could do with some height variation as well; give spots you could potentially abuse a small height disadvantage
- I don't think the MH area is gonna work out; it is really not appealing to go there and I do not think any player will be able to really take advantage of it because you surely take a shitload of damage going into and out of that room; you should give that room at least one more exit/entrance, also I don't think the lava is gonna work out because the MH is usually the most contested item
- look into putting a Green Armor or another Yellow somewhere on the high level
- not sure if you can still fit it in but I think the map might do good with another RL as well

Also, fu for fullbright. :D

Edit: Bot must've stolen away the 2nd RL, damn it!

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Last edited by cityy on Fri Jun 08, 2012 12:33 pm, edited 1 time in total.



Fri Jun 08, 2012 7:16 am

Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
 Re: Storm3dm7 By Justin "StormShadow" Ingels [ALPHA 2]
pat howard - Okay, next beta will have appropriate lighting :)

cityy -
Yes, I was concerned the top level was a bit open myself. I will look into that.
I wanted the MH to be challenging to grab - but maybe you are right - its too risky atm.
The only thing I don't like about GA is its too CPMA specific. Another YA I feel would be too strong.
A 3rd RL? That's pretty gangster on a map this size :D

Thanks for feedback! Keep it coming!


Fri Jun 08, 2012 12:17 pm

Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
 Re: Storm3dm7 By Justin "StormShadow" Ingels [ALPHA 2]
Week 2


Attachments:
week2.jpg
week2.jpg [ 390.91 KiB | Viewed 6250 times ]
Tue Jun 12, 2012 2:12 am

Joined: Wed Jun 08, 2011 3:50 pm
Posts: 29
 Re: Storm3dm7 By Justin "StormShadow" Ingels [ALPHA 2]
- I think the rail area has potential, but it doesn't currently work - If you go to collect it and get ambushed, your only options are: i) RJ out or ii) the certain death crouch walk...then even if you take option i and RJ out, you're still pretty much where your opponent was aiming and from there you have the options to i) drop down to where the crouch walk would've put you ii) onto the MH platform of doom or iii) toward your attacker. I like the idea of the rail area, but it's a little too punishing if you do get caught with your pants down, imo the self damage from an RJ should be punishment enough if you escape and you should then have a second or two of peace before meeting again. (I'm thinking like the MH area in Lost World).

- If you try to divide the map into two sides, I think the MH/YA side is considerably stronger having RG, LG, RL, MH, YA + shards... the other side has RL, RA, SG, plasma and bubbles.

- To enable a counter tactic I'd lower the ceiling slightly for the lookout over the MH, so that RL spam can dissuade a weak opponent from challenging you at it

Other than that, I had a lot of fun strafing about, nice interlinking areas and something about the GL/RA spawns gave me a smile ^^


Tue Jun 12, 2012 3:01 am

Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
 Re: Storm3dm7 By Justin "StormShadow" Ingels [ALPHA 2]
PoLLeNSKi -

Rail area - good call. I feel its just insta death if you go in there at a bad time. I want it to be challenging to grab, but its too challenging atm.

In regards to your second comment, I have actually switched RA and MH to make the other room a little stronger. Ive added a second YA and switched the position on the current one.

And yes, I was actually thinking about tightening up that drop-down above the MH(RA now).

Thank you for the feedback!

Going on vacation on Friday, I will try to crank out another alpha before then.


Wed Jun 13, 2012 12:53 am

Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
 Re: Storm3dm7 By Justin "StormShadow" Ingels [ALPHA 2]
Okay, new alpha. Below is link:

http://dl.dropbox.com/u/18033092/storm3dm7-a5.pk3

Changes since last alpha:
- Switched RA and MH
- Changed position of lower YA
- Added 2nd YA on top level
- Added some height variation on top level
- Added platform below RA (former MH)
- Added TP on platform below RA
- Moved RG to platform below RA
- Added a couple vis blockers to top level

I think that's about it. Any suggestions on the room just outside of RA exit (running towards LG) would be appreciated. It just seems a bit empty now.

Mostly flow / item placement feedback is what I am looking for atm - but everything is welcome!

Thanks in advance!


Fri Jun 15, 2012 1:28 am

Joined: Wed May 26, 2010 5:45 pm
Posts: 36
Location: New York
 Re: Storm3dm7 By Justin "StormShadow" Ingels [ALPHA 2]
cool layout. scale is good. i am loving the RA room with the railgun underneath! looking forward to playing the final.


Fri Jun 15, 2012 2:15 am

Joined: Mon May 31, 2010 8:45 pm
Posts: 142
 Re: Storm3dm7 By Justin "StormShadow" Ingels [ALPHA 5]
Yeah, I'm liking this layout a lot. The upper is definitely better and a lot less open.

That RA Room is interesting. I would die every time I went in there but that's just because I suck :P

Great job so far!


Fri Jun 15, 2012 3:51 am

Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
 Re: Storm3dm7 By Justin "StormShadow" Ingels [ALPHA 5]
I think it's much better now, I'm still not a huge fan of the lava room but I guess it will work. I was thinking you should add another entrance to make it more accessable but not sure how.
You should maybe move that low YA further away from the red and potential swap the LG and the low RL.

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Fri Jun 15, 2012 9:14 am

Joined: Sun Jun 03, 2012 1:04 pm
Posts: 41
 Re: Storm3dm7 By Justin "StormShadow" Ingels [ALPHA 5]
another entrance would be nice indeed. maybe something like this Image


or some teleporter that leads to ra room or something?

i rly like the layout, looks like a fun 1v1 map :)


Mon Jun 18, 2012 12:36 am

Joined: Tue Jun 22, 2010 2:15 am
Posts: 65
 Re: Storm3dm7 By Justin "StormShadow" Ingels [ALPHA 5]
Thank you for the feedback!

cityy and martinheterjag - I have added a 3rd route to RA thanks to your suggestions. I'm not sure I like it - but its now in the current layout for testing.

phantazm11 and pat howard - thanks for your comments!

Alpha 7 is now available.

Changes:
    Added another route to RA by popular demand
    Tightened up lower YA area - made the overhead curved passage a little narrower
    Lowered ceiling above lower YA
    Added a ledge above Large Health so a player can drop down

There are a few other minor tweaks as well.

I have a couple things I am trying to work out. If anyone has an opinion, please let me know:
    Should I switch RA and MH? I'm leaning towards 'no.'
    Is the lava area in the new passage to RA necessary? Or is the route tough enough, since you have to jump to RA?
    The series of ledges leading to 3rd floor in LG room - are these OK? Should I make these into steps? Should I eliminate them?

Other than this, I would greatly appreciate any and all other feedback :)

Link:
storm3dm7-a7.pk3


Wed Jun 20, 2012 8:17 pm
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