What do you guys think of a bigger better ONS-BSLAP_NO_MNS_N

Here's a specific forum for discussing potential maps, maps that need a vacation and optimizations and modifications for better playability.
TheHunterIcemann
Pro but Noob
Posts: 100
Joined: Mon Feb 19, 2007 12:00 am

**********UPDATE*************

Ok, no GORZ vehicles.

I had trouble "extracting..." them from Tank me up anyway -- they seem to be pretty unstable outside a "GORZed" map.....

Ya wail-- how does photobucket work, cause I don't want to have to sign away my life and all of my info just to register. I'll check it out though.

PROGRESS:

I think I may dig into lighly modding a manta, bender, or scorpion for this map. Although the gameplay in this is way different than the original, I'm still worried a little about
1-the spawn camping aspects of the shock turret in the bender hidden behind things
2-the complete uselessness of Scorpions in the map
3-the way manta pilots can hover up and out of view, then charge down a hallway in an instant to kill people spawing at the side nodes.

So.... I've come up with some solutions to these but I would like your oppinions.

1-Mod the bender to have a machine gun turret, get rid of the places to hide behind with the bender.
2-? "Is it possible to soup up an '87 Accord?!....."
3-I already made the halls bigger so that there is more of a lookout for spawn killers, and I will put a barier at the side nodes so that vehicles can't charge over them.

Thanks as always,
THI
TheHunterIcemann
Pro but Noob
Posts: 100
Joined: Mon Feb 19, 2007 12:00 am

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kaeolian
1337 Haxor
Posts: 661
Joined: Thu Dec 29, 2005 12:00 am
Location: U.K.
Contact:

Hey THI !

First of all, its really starting to take shape !

Im liking the extra room but I do think there need to be a few more objects dotted around for over and to stop vehicles just flying past taking everyone out.

Im liking the extra protection of the side nodes stopping ppl charging in, also means you can pin the entrance down more whilst on the offence.

Keep up the good work :cheers: cant wait to play this with a full server.

Kaeolian

(p.s. if you really want to know how to get an accord to go fast I can tell ya :bom: )
Aih PittaH TeH F00l !!!1!11


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Zax_Gentoo_Box
1337 Haxor
Posts: 497
Joined: Sun Jun 18, 2006 11:00 pm
Location: Caves of ice, Xanadu

I really like a barrier for the node, I don't think I've seen a better job done of keeping vehicles of a node area.
TheHunterIcemann
Pro but Noob
Posts: 100
Joined: Mon Feb 19, 2007 12:00 am

************PROGRESS REPORT***************

Started Pathing

Added more barriers / obsticles in straigtaways

Added more 2nd floor rooms

Fixed some misaligned textures

More screensshots soon

THANKS
THI
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Regarding the more closed in node area -- While it looks okay, I think you need to consider that in standard Bitchslap it's difficult to get any of the center nodes up. Making it harder to take down the next nodes in the line will make it even tougher to win the game.

Now I don't think you necessarily need to take what you've done there entirely...

Your TripleSlap map is already asymmetrical, with the tank spawning off to one side and only able to cover any two nodes in the middle at one time. What you should do is put the more protected side node on the path whose middle node is not in view of the tank. That's an easier route to take already, so adding a bit of protection to the next node in the line is fine.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

Aside from the issues with balancing, I'm ridiculously tired of the maps using the same garbage textures. Here is an example of a themed map with outdoor shopping area. Please spend some time adding some color to the map.
Image http://www.mapraider.com/maps/?fileid=3277
TheHunterIcemann
Pro but Noob
Posts: 100
Joined: Mon Feb 19, 2007 12:00 am

Wail-- Not quite sure what you mean -- could you post a diagram or explain where you want me to move things? I think you're right but I'm note exactly sure what you're talking about.
And, the point of the added protection is to prevent spawn killing/crushing with vehicles, so although I'm going to keep the vehicle blockage, I'm also going to add 2 more ways into the side node from that "access panel" so that the defending team can't easily fend off attackers.

Hornet-- I AM BUILDING A PLAYABLE BETA MAP.
I'll get the fancy textures into the map once the GAMEPLAY is decent, and the kinks are worked out playablility wise, because that is the most important part anyway.
So don't worry -- either I'll make it pretty by the final version, or I'll let you and Wail texture it up yourselves.
TheHunterIcemann
Pro but Noob
Posts: 100
Joined: Mon Feb 19, 2007 12:00 am

The map is on to BETA 3 now.

I'm just working on pathing now -- then I'll get this thing to TW and test it out. I'll work on textures and static meshes last, for the final version, but the 1st playable version will be BETA 3.
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kaeolian
1337 Haxor
Posts: 661
Joined: Thu Dec 29, 2005 12:00 am
Location: U.K.
Contact:

I may be wrong but I think what Wail was trying to say was that because the tanks are spawing off set to one side of the map, what you want to do it take away the node protection on the other side of the map so whilst you have the brute force of the tank on one side you have the easier node to attack on the other.

Wail please correct me if im wrong.

Kae
Aih PittaH TeH F00l !!!1!11


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