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This is my second net map, although in a lot of ways it's my first...it's my first map in nearly 15 years, my first map using Weland, and my first map using Visual Mode.lua. Some of you may recognize this map. It has remained relatively unchanged since early February. It has also been play-tested again recently.
Feedback would be greatly appreciated -- especially if you have any ideas on how to improve it.
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There is a slight issue I'm having with a section on the top level that has a circular opening on each end (see third screenshot). This texture from the lava set only permits a small percentage of projcectles to pass through. If anyone knows of a way to make that texture completely intangible, allowing all projectiles to pass through it 100% of the time, please let me know!
And thank you very much, to all those who helped play-test this map!
Edit: Uploaded map to Simplici7y. Screenshots cropped.
Guns Against Death
- Ares Ex Machina
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Last edited by Ares Ex Machina on Aug 12th '10, 05:56, edited 1 time in total.
Transparent textures cannot be totally intangible.
I would actually ditch that texture entirely, since it's generally accepted that fence textures are impassible.
I would actually ditch that texture entirely, since it's generally accepted that fence textures are impassible.
- Ares Ex Machina
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I've definitely been considering doing that.RyokoTK wrote:Transparent textures cannot be totally intangible.
I would actually ditch that texture entirely, since it's generally accepted that fence textures are impassible.
Playing it, I never found it blocking projectiles to be a problem. All you have to do is step outside of it and you're shooting people again.
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- Ares Ex Machina
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Yeah, if you know it's there, it's pretty easy to avoid. Plus it's a unique look. Those are two reasons I haven't yet removed it.Dis wrote:Playing it, I never found it blocking projectiles to be a problem. All you have to do is step outside of it and you're shooting people again.
This is an awesome map! I always have fun playing on it. As for the texture on the higher level, it is, like you said, a slight issue. It doesn't really effect the game play that much.
Last edited by brilliant on Aug 8th '10, 09:17, edited 1 time in total.
"My advise: V" - g pack
This is basically never a good approach to netmap design.Ares Ex Machina wrote:Yeah, if you know it's there, it's pretty easy to avoid.
I mean, ultimately, when I played on it I assumed it was solid and never went through it. There are other exits from the room, and it's not really a big deal. Nonetheless...
Last edited by RyokoTK on Aug 8th '10, 14:44, edited 1 time in total.
- Ares Ex Machina
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Thanks!brilliant wrote:This is an awesome map! I always have fun playing on it. As for the texture on the higher level, it is, like you said, a slight issue. It doesn't really effect the game play that much.
This is the same thing my gut told me. I may end up listening to it yet....RyokoTK wrote:This is basically never a good approach to netmap design.
The title alone is enough to make this map great.
Will play later; looks pretty good.
Will play later; looks pretty good.
Last edited by gmanyo on Aug 8th '10, 21:15, edited 1 time in total.
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Version 1.1 is now available.
In this latest version, I came up with a new way of preventing accidental auto-switch (at least, I've never seen it done before). On the top level, there's now a small compartment with an AR in it. You have to open a little door if you want to get it, and the door opens and shuts really fast -- just enough time for you to grab it as you run by. And since players can't pick up weapons through doors, accidentally auto-switching is virtually impossible. The quadruple stack of the weapon also makes it reliable. Other factors that seem to make it work well include the thinness of the door, the closeness of the weapon to the door, and the width of the door.
I'm not advocating this weapon compartment idea be used everywhere, but it's a useful method if you want to place a weapon in a room where accidental auto-switch is likely to occur.
In this latest version, I came up with a new way of preventing accidental auto-switch (at least, I've never seen it done before). On the top level, there's now a small compartment with an AR in it. You have to open a little door if you want to get it, and the door opens and shuts really fast -- just enough time for you to grab it as you run by. And since players can't pick up weapons through doors, accidentally auto-switching is virtually impossible. The quadruple stack of the weapon also makes it reliable. Other factors that seem to make it work well include the thinness of the door, the closeness of the weapon to the door, and the width of the door.
I'm not advocating this weapon compartment idea be used everywhere, but it's a useful method if you want to place a weapon in a room where accidental auto-switch is likely to occur.
Dealing with auto-switch is an important part of net play. I've lost some of my twitch factor, and almost all of my ability to aim, but I have enough practice with the weapon switching that it compensates a bit. Maybe this is why I do so poorly on Paradise Lost maps.
You might as well have gone with that solution, if you are intent on making it more difficult for me to win. I doubt anybody is going to tab a door just to grab an AR, unless the rest of the level is really stingy on weapons, but then who would play it.
You might as well have gone with that solution, if you are intent on making it more difficult for me to win. I doubt anybody is going to tab a door just to grab an AR, unless the rest of the level is really stingy on weapons, but then who would play it.
Last edited by treellama on Sep 14th '10, 13:03, edited 1 time in total.
Do you refer here to the weapons-on-spawn or the fact that there are just a bazillion guns everywhere on PL maps?Treellama wrote:Dealing with auto-switch is an important part of net play. I've lost some of my twitch factor, and almost all of my ability to aim, but I have enough practice with the weapon switching that it compensates a bit. Maybe this is why I do so poorly on Paradise Lost maps.
AR-on-spawn. It was sort of a joke, though--I think the real reason is because I haven't completely mastered the architecture and flow. That's why I look forward to playing themRyokoTK wrote:Do you refer here to the weapons-on-spawn or the fact that there are just a bazillion guns everywhere on PL maps?
Oh, that's coo-- heeeey!Treellama wrote:AR-on-spawn. It was sort of a joke, though--I think the real reason is because I haven't completely mastered the architecture and flow. That's why I look forward to playing them
- Ares Ex Machina
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Well if nobody is going to use the door, then it won't alter the score!Treellama wrote:You might as well have gone with that solution, if you are intent on making it more difficult for me to win. I doubt anybody is going to tab a door just to grab an AR.
Oddly this is familiar to me, as if it were from a nightmare.Treellama wrote:I think the real reason is because I haven't completely mastered the architecture and flow. That's why I look forward to playing them
lolAres Ex Machina wrote:Oddly this is familiar to me, as if it were from a nightmare.