suggestions/improvements to be made, things that need to be fixed in each map
furocious
Posted: Aug 17 2004, 06:09 PM


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Group: CXP beta Tester
Posts: 16
Member No.: 19
Joined: 13-June 04



Okay..lemme think maps maps maps.

Uranium Echo - is anyone willing to work on this? if they are.............................

*make it so that raptors dont get stuck in the area between the alcove and water

*is there anyway to improve fps?

*deploys are nice, but simplistic and not strategically placed..my idea was one at the top near the generator atop the waterfall, and one at the bottom of the hill in the alcove instead of two at each, it makes it important to HOLD one, otherwise you get one you get the other and its unnecesary bottleneck for the whole map.

ps - i love this map, very pretty, very nice node area not too hard not to easy to defend and many ways of getting artis in/out

Duality - not many problems with it...not perfect but to improve it, it would have to change immensely...anyway to completely make the doors whole? ill be hacking and someone will just throw tons of gas nades through the holes of the doors, or vice versa...they dont have to come in and fight just smoke from 20 feet and a door

ArtiDozen Raptors -
*i hate this map, because i hate pointwhoring (and it has 12 artis to almost completely insure an hour or max time game) BUT .. can you change the ground texture? it makes my eyes hurt and its harder to see blue team
even something simple would work, not metal chain link gayness, but something simple, maybe put pictures on the walls? blandest map ive seen.

Valley of the Dead -
* ...Cave? it needs heavy work - take out the areas that are completely black/empty people often get lost stuck back there, and fix the ground like nrk once said \_/ not \/ or else you get stuck in the holes, this is really all across the map though, and is a serious issue imo. one of the main ones

*other suggestion put a hackable door/building around the teleporters so that they cannot be tank camped or raptor camped, it makes them really useless otherwise, a mine will still kill them BUT it does make it much more useful, because mines take energy while a jugger use is much less well..you get what im saying..

*possible idea, have two teleporters to the cave at each base, adds for some "strategery" attack from both sides? harder to defend? bases are nearly impenetrable with 2-3 people on defense with turrets/vehicles because of the simpleness of the map

Simplicity - no servers run this...hmm?

*just take it out, i really dont think a 10v10 on myu wants to play this, its basically a confusing bottlenecking doors-are-buggy mechIII deathmatch type map, especially with 8 artifacts

Heavenly Hell -

*make the hill before the new ramp smoother, very hard to make the jump IMO especially when persons have higher ping/low fps ( i had 50 fps, 0 ping and it was still semi difficult to make)

* can you make the stairs flat? it would allow the vehicles up easier i thinks. if that is something you dont mind happening

* put energies in enclosed, possibly hacked rooms.. something cXp all of you need to realize is something out in the open makes for DM not defense, or anything just one group sniping the other attempting to hack it. (this is pretty well taken care of in VoT)

Cemetary - i like this map much, big ? yes about the size of a Cbp
*not sure where to skim it off at? well first of all their doesnt need to be two deploys with the citadel type roofs, its pointless really. make the bridge small or get rid of it. bring the bases closer together. Somewhere else to chop off some space is.. raptor deploy and the deploy next to it, make them closer to each base.. no reason to have them so far.

* a fun idea - put the harbinger in a small hackable stone garage connecting to the base that can be accessed from either inside the base, or from the garage door leading out of the base. (so people can use it to escape on offense, find a new way in to base, or for defense as a way to get into something only they control and chase down an arti carrier) .. or also just same plan with a raptor, and change their places.


* doors are fine IMO, ive only been killed by them when i first started the map, what i do is walk up to it touch it, back away then go through.

*maybe add a bit more varying ground color/texture? its nice but kind've bland.


* \/=\_/, driving vehicles if rough because often times you go flipping and spinning out of control after you hit little dip like those. smooth off the map.

Crystal Garden - at first it was cool, then it lost its appeal

* Most people just find it unappealing and the fact that if one group just slaughters the other from the git-go its all over already. i have an idea, give each team ONE artifact and two in center, to still have the possibly juggling effect, but not neccesarily making it so fast or long...kind of to balance it out.



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Dandel1984
Posted: Aug 17 2004, 06:34 PM


{CXP} Director


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Posts: 299
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Joined: 7-May 04



thank you for telling us, but is there anything else you can say, we are fixing simplicity, the planned changes are.... lower hack times on the doors, fix the door causing crushed players, and fix the lighting when need be... and also, the tau server runs this map, but the rotating rotatoin does not help.

Edit: also, you put the thread in the wrong area... we have a suggestion box so u know.
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takwu
Posted: Aug 17 2004, 06:57 PM


cXp coder TakŪ


Group: CXP member
Posts: 170
Member No.: 6
Joined: 12-May 04



Crystal Garden is going to be very different because I have replaced the Stronghold generator with a deploy point rolleyes.gif
It should lower the energy surplus and make it a much less "even" map where you always get like 2 arti and full nrg on both teams.
Offense should be improved and speeded up for the team that takes the Stronghold. While the other team could have more energy by owning the good ol' Gorge.

As for the artifacts... I was expecting something like that to happen. One team could take all artis from the get go. I hope everyone realizes that and such situation could be prevented with countering strategies. Having the 1-2-1 artifact setup might be interesting. I thought it would be less dramatic than 4 artifacts in the middle tho. I gotta ask more people about that.

As for ground, hmm I'm gonna play around with the terrain textures and see if I can improve it.
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Dandel1984
Posted: Aug 17 2004, 07:35 PM


{CXP} Director


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hey furocious, if you want to help more, post your appliciation to join us as a beta tester.
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furocious
Posted: Aug 17 2004, 10:49 PM


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Group: CXP beta Tester
Posts: 16
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Joined: 13-June 04



sorry taka, that last part was about cemetary got spliced somehow.

anything else to say? well i think i'd really have to play with other people, i don't notice all of the possible xmp play style flaws without playing the maps yknow? so if we can get even like 8 people together it would be easy to recognize where some improvements need to be made.
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fireball
Posted: Aug 19 2004, 04:41 PM


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Joined: 11-June 04



QUOTE (Dandel1984 @ Aug 17 2004, 08:34 PM)
and also, the tau server runs this map

I had to remove it because the eight artifact one was insanely unpopular and the four arti one had SERIOUS ligthing issues :/
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Dandel1984
Posted: Aug 19 2004, 06:02 PM


{CXP} Director


Group: Admin
Posts: 299
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Joined: 7-May 04



what was the name of the maps u removed, and the reasons, we need feedback smile.gif.
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fireball
Posted: Aug 22 2004, 01:54 PM


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Joined: 11-June 04



The only ones left are HeavenlyHell, Lastrites and Duality.
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