This is an excellent map.
Pros: Interesting layout with many ways to enter the outpost. Large -- I never hit a boundary -- I'm assuming the boundary is outside of the natural barriers (irritating when that's not the case). Reasonable number of alarms (4) and enemies (20? I didn't count). Unusually well detailed and visually appealing -- reminded me of a hill town in southern Europe (except for the background Himalayas). Good starting weapon choice makes it more challenging (you don't get the silenced sniper rifle but you do get the autocross). Challenge is good but not ridiculous. Stealth rewarded but I suppose you can play it more aggressively too. Took me several tries to finish with no alarms -- not that I'm a skilled player.
Cons: the only strange thing I noticed -- two enemies standing in a pool of water in the central area. Didn't seem to be able to hit them when I took a couple of shots with the autocross, had to run from something, and then they were gone the next time I went through there so I'm not sure what was going on.
General question: does the rating system penalize maps that are played multiple times by a given person? You can only give it a "like" and a "favorite" once, so I'm wondering how that works.
Had the same thing happen once out of 25 test runs with the 2 guys in the water, something to do with the croc, not sure what happened. When I came back they were gone.Originally Posted by NLRicker Go to original post
All I know is multiple replays only count as 1 play. But if you quit and come back, counts as another play. I don't know if it affects the ratings or not. Wish I knew the math of how they factor it, make no sense to me.
I just played the daytime version. I didn't see the two guys this time.
Of the two, I thought the first one was best. I found this one a lot easier. Having the scoped sniper rifle was a huge advantage. In my opinion, nearly any outpost mission in which you have that weapon is too easy. (I suppose I could challenge myself and use the other weapons, but I can't resist it when it's there.) I was able to go out of the starting building, cross the road to the ledge, and pick off at least 10 enemies with just a little patience. Then the NPCs got a few in a firefight in which I helped by picking off the flamer. By the time I climbed up the well and went to the top of the tall building with the alarm on its roof, there were only a few enemies left and I was able to get them all from that roof. Starting a fire in the adjoining building helped -- nice effect to make the buildings so flammable.
Having already gone through the earlier map probably helped too. Still liked it ...
I agree ... the night version is better. The day version is a sort of test. I've been telling fellow mappers that the community doesn't like restrictions of any kind, and I think this proves that. The original had limited weapons, Day version had choices of weapons and could see better. As of this post it is #10 on the top rated in less than a day, where as the original didn't even make the list.
Sad but I think true regarding weapon choice. A couple of questions about the night version and mapping in general if you have time ...
How did you get the ambient sound, which was atmospheric?
How did you substitute a cloudy sky for the default grid texture in the unused parts of the map?
When you build a cave, how do you prevent the "object totally under terrain" validation error? Do you need a hole to the sky every so often?
Sound is Shangri-La 2, I don't understand the 2nd question - it's cloud type 2nd from the left. You can't do a cave without having underground warning, unless the cave is above terrain covered over with rocks. It's a yellow warning and doesn't mean a thing. It's only purpose is to check to see if it was an accident. Even red warning won't stop it from being published no matter what that warning says (on PC only). All the maps I've published only have underground warnings. Normally I don't go over the budget limit but I had to on this one due to the level of detail and custom building combination. In PC you can ignore all of that stuff and publish it anyway. Those stupid big hole maps with 400+ AI cause serious lag problems in most PC's so it is advised to not over do it.
Just played the Day version with only the goal of finishing it, not worrying about setting off alarms, and agree with NLRicker, it was relatively easy. As usual for AKAFootloose, an incredible amount of detail. Loved the lodge area with the pool. Very nicely done. In fact, I didn't get to explore much more of the map. Played it entirely from those two buildings and the hillside behind then from which I entered the area. Will play again to do with no alarms as the goal so that I can see more of the map, then will play the night version.
Speaking as a map maker whose skills pale in comparison, one of the hazards of playing a AKAFootloose map is that it is very easy to get caught off guard as you gaze at the amazing construction, great layout, and think Wow! at the thought and creativity that went into it. Then while you are doing that, you get nailed by an alligator or a sniper or something :-)
That's got to be the best comment I've ever seen about my maps. Never thought of it as a distraction. I've started trying to put in a few "surprise" elements in my new maps. Not damaging, just unexpected. I think players will enjoy it.Originally Posted by rjdrive Go to original post