Thanks alot! I will be spending a few more hours tweaking this map and will definitely take your considerations to heart. I was myself actually contemplating completely redoing the temple pieces because of the inherent difficulty in travelling over them. The tree stumps/branches are actually a collection, I just may delete them and use individual objects to make the movement smoother in that area. Thanks a lot for the input!Originally Posted by PandaThing Go to original post
Tree stumps are a collection huh? Interesting. I think you'll defiantly get a better experience replacing them with individual objects, although this will probably be time consuming. That will let you put long grass in-between the stumps though, which should look quite cool. However i just realise that the roads/paths too is also a simple solution to the problem, if you want to do that instead.
i think some of the smaller temple pieces are more polished, so using them is a good idea. Also, don't forget to use terrain tools like noise, smooth and erosion to give things a more natural look (i did remember if you did or not, so im mentioning it anyway)
And just a general notice, if you ever find the editor lags for you while moving objects, ensure you hale AI data generation unchecked. I spent hours editing freebooter anchorage at two frames a second.... feel pretty sill now.
Yeah, the collection I think was Jungle>Medium Trunks 02. I just went through and used individual objects and the pathing is much much smoother now. I also lowered the entire temple half of the map by about a foot and that cleared up a lot of the choppiness and gives that side a cool "weathered/buried" look. I fixed up some of the flat areas, added a little bit of height, nothing too extreme but enough to give the flatter expanses between the base and temple a little dynamics. I'm just finishing up the objective spawns now. Thanks again for the input, it helped a lot.Originally Posted by PandaThing Go to original post
Edit: Just uploaded. Also, just ran through Freebooter Anchorage...Wow. Great map. The way you ran the bridges through the stones and the use of the waterfalls was sick. I still haven't grasped making multi-level maps yet, but this map just inspired me. I would love to play this map with a full party. Liked and favorited.
Flawless map on my playthrough - not my favourite style since i''d play COD if I wanted urban maps but its really well done. I can't fault it except that the objectives may be too close to the spawns (domination) and too far from eachother. There are large areas of the map that would go unused, which would be a shame because its well thought out and put together. Its got great use of multiple levels as well which is refreshing (and difficult to achieve).Originally Posted by Johnny2Fingerz Go to original post
My only suggestion would be that it is poorly named. It might just be me, but i didn't feel the name matched the map style at all. The name is more suited to a some rocky cave filled with contraband, not a full scale city dock. A different name might better represent what players might be expecting. I don't know. Just my opinion though, its your map. To anyone else reading this, I suggest checking this out for ideas. Its imaginative.
Hi Zajemacha, I have been replacing all the floors in my map with a non-destructible piece. It's quite time consuming and I'm about half way through as of last night. Also having to move everything just slightly to fit as the object is smaller. It actually looks nicer though so that's an added benefit.Originally Posted by Zajemacha Go to original post
I also had a look at your two maps, Crater Lake and Four Islands. I think both are great. Crater Lake wins for me as the detail on the waterfalls in the crater is really well done and on the Four Islands it seems a bit dangerous to run across the bridges as they are very visible and looks like I might end up swimming alot. I noticed quite a few floating rocks aswell. You've put alot of nice detail in both maps, things like white rocks separating paths from grass. Looks very polished. I haven't had a chance to play them as getting people onto a server can be a pain and my bed was calling me. If I was to choose one thing to improve on both maps, it would be the placement of spawn points. I remember a map I made on FC2 where all blue team spawned together in a cave and all red team spawned together at the base of a cliff. The problem was that several people on one team would just wait at the enemies' spawn area and shoot people as they appear. This ended with everyone voting to skip the map which I felt was a great insult![]()
@SaviorSe1f
What a great improvement! I really like all of the changes, better time of day, much easier to walk around, and lights! the lights look awesome.
Still might want to take a look at the left side of that temple piece (left from the rest of the map). I keep getting stuck. I think next on the agenda are:
Consider moving your main pieces a little so they aren't so clearly lined up. (only a little, the edit 2d object tool is good for this)
Consider adding some more object cover on the flanks (or flank), including perhaps some new buildings and paths.
Add some paths, if you want them.
Thanks for that - I agree about four islands. Its a remake from a Farcry Predator model but isn't great and I think its too open in many places. Good point about the spawns, i whacked those down pretty quick without the thought I'm giving my more recent maps. Good call and thanks for checking them out.Originally Posted by Mr Rudewords Go to original post
Zajemacha.
Downloaded and looked around CraterLlake and Four Islands, here is what i think.
Crater lake. This map is really polished and i really like it. I like the concept, all the detail you've put in and the simple (but not overly so) shape. All this needs is a little more polish, i noticed some minor stretched textures and a couple of objects a little too deep in the terrain or a little too high (only a little). Movement was flawless, i didn't stick once.
I'm probably a little biased because i like small maps, but Four Islands wasn't my favourite I would like to play a game or two on it to get a real feel of it, but it also seemed unfinished in some places, I got stuck a few times, paths were too straight and so on. I think you may want too consider moving all of the islands a little closer together as well, but that's just an uninformed feeling, since i haven't played on either. i do like the shape and concept however, and would like to see your next revision![]()
Hi,
I've finished updating 'Hippies Paradise'. Please have a look.
I've replaced all the destructible floors with a non-destructible and nicer looking object. This was such a chore though :'(
I've put in a few more trees to block line of sight and make snipers work a little harder.
I also moved a domination point to the red-team main treehouse and one to the communal area to try and balance that game mode a bit. Also put a firestorm point and a transmission control point in there. I was limited by object numbers in that square before, but now there are MORE objects in it, I can put more in... exclamation mark of bewilderment!
Looks like the destructible objects take up quite a bit more object space in a map than normal objects so that's a good thing to know. I've certainly learnt from having to replace all the floors that you should place any objects down and do a quick 'does it break' test before building an entire map from them.
I managed to get on to a bronze maps server last night, first attempt. But then it was a dreadful map which was pretty much a giant open field with a few trees. People, inclusing the host left and the server ended. Then I couldn't get on any games for the rest of the night. Most irritating! What process do you guys use to play specific maps? I can't get them on a public match at all.
Anyways, please have a look and let me know what you think.
GT: Mr Rudewords
Map: Hippies Paradise