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Author Topic: 4p_Doghouse  (Read 15886 times)
0 Members and 4 Guests are viewing this topic.
iggi Offline
Community Mapper
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Posts: 184


« on: June 30, 2010, 08:39:03 pm »

Greetings all,

I've once again returned to my obsessive hobby of mapping and this is the result:

A 2v2 Map called "Doghouse".
http://www.filefront.com/16922407/4p_Doghouse.sga



















Fighting takes place for three major objectives:

The University
The Rail Yard
The Oil Refinery

Map is virtually finished., minus some OOB's detailing.  final beta, just needs testing.

As per usual, to play test the map, simply rename the .sga to "betamap.sga"  and place it in the EIR Archives folder.


Map is purely fictional.
Feedback is greatly appreciated.

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-iG-E
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #1 on: June 30, 2010, 08:42:50 pm »

Looks extremely big for a 2v2.
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i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Sharpshooter824 Offline
I <3 Aloha
EIR Veteran
Posts: 775


« Reply #2 on: June 30, 2010, 08:49:26 pm »

looks like it'd make an extremely awesome 3v3 tbh
Logged

Rawr
iggi Offline
Community Mapper
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Posts: 184


« Reply #3 on: June 30, 2010, 08:59:02 pm »

Playable area is H-256  x W-320

Pretty hectic 3v3.   But if pain and suffering is what is wanted Smiley.  It can be arranged
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #4 on: June 30, 2010, 09:02:31 pm »

the absolute best map was 4 v 4 lambert because of that reason, make it so iggi... make it so!
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #5 on: June 30, 2010, 09:26:46 pm »

I imagine this as a 3v3 would play similar to Radar station with less open space. More meatgrinders
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He thinks Tactics is a breath mint

Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
iggi Offline
Community Mapper
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Posts: 184


« Reply #6 on: June 30, 2010, 09:31:21 pm »

Yes, what was I thinking...

I should have made a map with large open fields and farmland with a few buildings, and a small town.

That hasn't been done to death.

Al tho i fear the Oil refinery will be quite terrifyingly cluttered with poor tanks unable to run freely.

It'll likely need cleaning out.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #7 on: June 30, 2010, 09:34:24 pm »

Looks like fun, as long as there are corners for me to have TD's duck in and out of I'm good.
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #8 on: June 30, 2010, 10:03:29 pm »

Uploaded.
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If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
iggi Offline
Community Mapper
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Posts: 184


« Reply #9 on: June 30, 2010, 10:07:59 pm »

Much Thanks, killer!

-iggi
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #10 on: June 30, 2010, 10:45:03 pm »

Can't wait to give this a go
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Sharpshooter824 Offline
I <3 Aloha
EIR Veteran
Posts: 775


« Reply #11 on: June 30, 2010, 11:12:13 pm »

Just got done with a 2v2 on it and I have to say its extremely imbalanced at the moment lol, first off the east spawns have direct access (A wide open road) to eachother allowing them to quickly double up on one side where as the west spawns have a huge obstacle blocking them ( a train yard that you have to completely go around, and maybe if you opened up the spawns a bit more and possibly the mid, otherwise I might recommend moving the spawns to north and south because its easy to simply rush a spawnbuffed vehicle down the road and exploit that with the current spawns lol
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Jazzhead Offline
EIR Veteran
Posts: 236


« Reply #12 on: June 30, 2010, 11:58:31 pm »

I have yet to play the map yet (it looks cool though), but for me i favor a map that's geared towards good combat over one that is aesthetic oriented. Not saying you can't have both, but for example the 3v3 Port something... has so much shit that, while it looks cool, is a nightmare for real fighting. When maps start to have too much extra stuff they start seeming like a single player campaign or something. Just my 2 cents
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #13 on: July 01, 2010, 01:07:16 am »

Must say just played it, and its amazing. Gotta change your tactics abit for it due to its infantry preference but a nice change from the standard kinda bland fare
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Yes that's me, the special snowflake.
CafeMilani Offline
Aloha
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Posts: 2994



« Reply #14 on: July 01, 2010, 05:54:49 am »

impressive
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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #15 on: July 01, 2010, 08:25:27 am »

doghouse lol, yeah you better hide your tanks in it.
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iggi Offline
Community Mapper
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Posts: 184


« Reply #16 on: July 01, 2010, 08:37:16 am »

Just got done with a 2v2 on it and I have to say its extremely imbalanced at the moment lol, first off the east spawns have direct access (A wide open road) to eachother allowing them to quickly double up on one side where as the west spawns have a huge obstacle blocking them ( a train yard that you have to completely go around, and maybe if you opened up the spawns a bit more and possibly the mid, otherwise I might recommend moving the spawns to north and south because its easy to simply rush a spawnbuffed vehicle down the road and exploit that with the current spawns lol

Well i'm assuming you lost the match, as most cry out "extremely imbalanced" usually do.  Smiley

However, I agree about the direct access to the Southern teams with the road near the church, and the Northern teams not having a "Direct" route.  I created a land ramp by the left side spawn but the right player must go to the northern-middlish train yard area to cross.  I thought this might be an issue, so i may correct it.  Adding crumbled wall/ramp by the large red factory building i think may work.

Spawnbuffed vehicle's lose their spawn buff when they leave the spawn area, hence "spawn buffed".  I don't see that being a plausible exploit.

Thanks for the feedback!

-ig
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Sharpshooter824 Offline
I <3 Aloha
EIR Veteran
Posts: 775


« Reply #17 on: July 01, 2010, 09:01:59 am »

Just got done with a 2v2 on it and I have to say its extremely imbalanced at the moment lol, first off the east spawns have direct access (A wide open road) to eachother allowing them to quickly double up on one side where as the west spawns have a huge obstacle blocking them ( a train yard that you have to completely go around, and maybe if you opened up the spawns a bit more and possibly the mid, otherwise I might recommend moving the spawns to north and south because its easy to simply rush a spawnbuffed vehicle down the road and exploit that with the current spawns lol

Well i'm assuming you lost the match, as most cry out "extremely imbalanced" usually do.  Smiley

However, I agree about the direct access to the Southern teams with the road near the church, and the Northern teams not having a "Direct" route.  I created a land ramp by the left side spawn but the right player must go to the northern-middlish train yard area to cross.  I thought this might be an issue, so i may correct it.  Adding crumbled wall/ramp by the large red factory building i think may work.

Spawnbuffed vehicle's lose their spawn buff when they leave the spawn area, hence "spawn buffed".  I don't see that being a plausible exploit.

Thanks for the feedback!

-ig


Eh, they don't lose their spawnbuff actually, afiak its on a timer unless its been changed and they have plenty of time to reach the spawn, and the reason its imbalanced and the east spawns don't have direct access to eachother and are just about completely cut off from eachother unless they go all the way to the middle and around, where as the west spawns have direct access via a road where they can take advantage of the enemy being cut off and simply double up on them while the other teammate struggles to get around
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #18 on: July 01, 2010, 09:14:03 am »

Yeah, spawn buff is timed afaik. I remember driving high speed bikes with spawn buff right into the mid of Tante.
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iggi Offline
Community Mapper
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Posts: 184


« Reply #19 on: July 01, 2010, 09:36:46 am »

Was unaware of the spawn buff timer.  Thats something EIR should fix, otherwise any smaller map fails in this respect.

Will deffinetly add a path for the northern / (eastern) spawn so balance team movment.

cheers

-ig
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