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Author Topic: [FINAL] 6p_Dawn  (Read 28825 times)
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fldash Offline
Founder
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Posts: 9755


« Reply #20 on: March 10, 2008, 05:06:46 pm »

There are a couple of sectors that definitely need to be combined to make 1 instead of 2.
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #21 on: March 10, 2008, 05:09:20 pm »

A couple pointers on these culprits would be appreciated. After all, it's all for the customer.

Except for the lighting. That's mine, not yours. Grin
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fldash Offline
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Posts: 9755


« Reply #22 on: March 10, 2008, 05:10:12 pm »

Don't change the lighting...  I'm in love with it.
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Unkn0wn Offline
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Posts: 18377


« Reply #23 on: March 10, 2008, 05:10:36 pm »

I like the map itself, design/atmosphere/graphics (although it needs more splats & splines overall Wink) are great!
Just don't like the sector design, a traditional sector design should always be avoided on square maps, it just doesn't work unless they're all very large (A la Radar Station & Hill)...

I think a Westfalen like sector design would work wonders, or objective based like Ardenne Valley, your call.
« Last Edit: March 10, 2008, 05:12:25 pm by Unkn0wn » Logged
Unkn0wn Offline
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« Reply #24 on: March 10, 2008, 05:10:58 pm »

Lightning is epic, it makes tanks look legendary Cheesy.
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #25 on: March 10, 2008, 05:19:38 pm »

I'm not sure. I'll figure it out in a few days.
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fldash Offline
Founder
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Posts: 9755


« Reply #26 on: March 10, 2008, 10:42:07 pm »

Suggestion for spawns... All of them in the corners.  The one spawn over in the corner by the lake is way out of place.
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salan
Guest
« Reply #27 on: March 10, 2008, 11:11:57 pm »

totally, move that spawn directly across from the axis corner and this maps golden .. except of course the fields, but thats something to work on as you go
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anthony210 Offline
EIR Veteran
Posts: 1016


« Reply #28 on: March 11, 2008, 03:03:36 am »

Move the axis spawn as said, also I dont know about everyone else but the glow is a bit much.  It almost hurt my eyes some to play this map.

I know its a beta as well but some of the walls, especially around the graveyard looked incomplete.  The windmill is an almost useless building as well if you put an MG team or a squad of infantry in there they do not fire out, dunno if you put it there for looks if so nevermind. 

The sectors need some balancing as well.

Overall though I had fun time playing the map, bit of a meatgrinder worse than St. Lambert IMO.  I would actually change the map to a 2v2, its a bit small for a 3v3.
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Draygon Offline
EIR Veteran
Posts: 1636


« Reply #29 on: March 11, 2008, 04:52:03 am »

The glow does make things look epic, but from what I gather, it "glows" much differently on peoples computers (depending on the gamma settings, etc...) could you possibly tone it down just a bit, not to get rid of it, but just a bit more so that those of us (because I know mine is really bright) that have higher gamma settings or other settings can not hurt our eyes when playing on the map?
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fldash Offline
Founder
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Posts: 9755


« Reply #30 on: March 11, 2008, 08:04:48 am »

Okay, I really like this map, but the sector layout is not so great, nor are the starting positions.

I've modified this graphic to show how I think it should be layed out...  The circles are starting points, the squares are the sectors.  Don't have one sector separated by the huge piece of water as it's impossible to 'clear the sector' like this.

Also, I little decrease in the glow.  I'm your biggest fan, so don't take it like I want you to get rid of it.  I love it, it's like a bloom effect.  I just think it needs to be toned down a little more.



[attachment deleted by admin]
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Ucross Offline
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Posts: 5732


« Reply #31 on: March 11, 2008, 08:40:45 am »

Just a note, I personally do not like the 'look' of the square sectors though it does look like fl-'s are better.  So if you do do Fl-s dont' make them so sqare IMO. Wink
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fldash Offline
Founder
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Posts: 9755


« Reply #32 on: March 11, 2008, 08:45:40 am »

Agreed.  The sectors don't have to be square, I was just making generally assumptions on where the sectors should be placed and the amount near the spawn points should be equal to keep there from being an imbalance.  Right now, I'm quite sure there are more sectors in the lower right hand side of the map resulting in an MCP advantage for those spawners when the battle should be even.
« Last Edit: March 11, 2008, 09:22:07 am by fldash » Logged
Unkn0wn Offline
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Posts: 18377


« Reply #33 on: March 11, 2008, 09:20:10 am »

I think a Westfalen like sector system would be even better Smiley.
Just sectors on the important areas, no sectors on the flanks.
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fldash Offline
Founder
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Posts: 9755


« Reply #34 on: March 11, 2008, 09:22:45 am »

Just so you are aware the less sectors the great affect of MCP.  Though, since we lowered it again, it rarely has any effect unless you are getting absolutely destroyed.
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Unkn0wn Offline
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Posts: 18377


« Reply #35 on: March 11, 2008, 09:24:06 am »

I noticed that last game, I liked it, the game went on for about 40 minutes or more, still a lot of back and forth fighting.
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #36 on: March 11, 2008, 04:30:13 pm »

FYI: The green truck does not provide cover. Neither does one of the other OF vehicles, but I don't think its on this map.

The graveyard walls don't seem to be physics-destructing for me.

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ReapersWarrior Offline
EIR Veteran
Posts: 100


« Reply #37 on: March 11, 2008, 08:53:27 pm »

great map. i think it could use a little more cover and or houses.
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DerangedGerman Offline
EIR Veteran
Posts: 448


« Reply #38 on: March 11, 2008, 09:19:15 pm »

I'm working on 1.3, which will have sectors along the lines of FLdash's, but governed more by the curve of the roads instead of being so blocky.
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Proud mapper for both OMG and EIR.
DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #39 on: March 12, 2008, 10:03:51 pm »

I have released Dawn 1.3. Sectors have been redone, and a few details added here and there.
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