emp_glacial_b2

Discussion in 'Mapping' started by Varbles, Oct 29, 2009.

  1. Varbles

    Varbles Simply Maptastic. Staff Member

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    Still 9 refs, 12 res/s total on map. Middle ref and both bases are 2x.

    http://dl.getdropbox.com/u/2644783/emp_glacial_b2.7z

    Doesn't crash dx8 anymore, and fixed some of the bugs/complaints from b1.
    Nf base expanded
    Tried to minimize texture stretching and haphazard displacements.
    Better minimap (with water!)
    Railing on bridge
    Smoother slope up to NF base
    Surface property of the texture is no longer snow :(




    Thanks to Keef for telling me about "cl_leveloverview", can't believe I was trying to make a minimap without it >.<
    Also thanks to Omneh, Zenarion, and Johnshandy` :)



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    Also in reference to earlier tests it seems the average empires player has no concept of how driving works, at least in-game, so note:

    -Jeeps are a no-no for steep slopes, even with turbine/fission
    -Heavies and comm vehicles do the best up steep slopes
    -Scout speed really doesn't help going up (except in CVs)
    -Three phase is not a good idea, either.
    -Driving off a cliff leaves you a 50/50 chance of losing your tank
    -Jeeps, APCs, AFVs, and LTs with std engine can use a "tacking" strategem to get up hills they couldn't otherwise
    -Going backwards is not the same as going forwards.
    :p
     
    Last edited: Oct 29, 2009
  2. MajorTom

    MajorTom Member

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    Cool, hope it works this time :P
     
  3. blizzerd

    blizzerd Member

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    how can that is at a standstill form in this map without freezing over?

    you should add a func_breakable under certain amounts of pressure over the water as to make it break on certain locations when you drive a tank over it (and respawns after a while)
     
  4. -=SIP=-

    -=SIP=- Member

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    Please also mark on minimap that these refs are 2x.
     
  5. DrummerX

    DrummerX Empires Tyrant

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    like a slightly bigger dot that's maybe green/red/blue
     
  6. Deadpool

    Deadpool SVETLANNNAAAAAA

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    not to be rude, but emp_glacial is a terrible name, even emp_glacier would be better. "glacial" as a stand alone word suggests to me "slowest. game. ever."
     
  7. ScardyBob

    ScardyBob Member

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    Was fun to play, but those hills are steep. Anything less than fission or 3phase + running start and you can't enter the BE or NF starting bases.
     
  8. MajorTom

    MajorTom Member

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    Its called a rudemantary anti rush barrier? IDK what his intention is though so don't quote me on it
     
  9. Varbles

    Varbles Simply Maptastic. Staff Member

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    oh, but what's in a name?
    I just picked glacial because personally I thought it fit. I guess it does kinda sound slow but glacier kinda has the same connotation too :p


    Yeah the hills are to kinda dampen the capabilities of early game vehicles since it's actually a small map. I have no problem driving Lts and Afvs around anywhere with standard engine, its just slow uphill. Jeeps can't get up I know, but the game isn't designed around jeeps, and they should get a torque boost in 2.25 anyway.
     
  10. Trickster

    Trickster Retired Developer

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    There is no such thing as a 2x ref.

    So many maps are inbalanced because of it.

    You set one ref to 1/sec.
    You set another ref to 2/sec.

    Then the player addition.

    So really you get 6/sec on the 1/sec ref.

    And 7/sec on the "double" ref.
     
  11. ScardyBob

    ScardyBob Member

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    Yeah, but it turns into a extend-the-map-way-beyond-its-natural-length system because the winning team can beat the losing until they get heavies/arty.
     
  12. Demented

    Demented Member

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    Doesn't that describe pretty much every map that isn't duststorm?
     
  13. Xyaminou

    Xyaminou Member

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    lol , nice map :)
     
  14. Varbles

    Varbles Simply Maptastic. Staff Member

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    Well i just have to facepalm when i see someone trying to back up a hill with a standard LT
     
  15. Trickster

    Trickster Retired Developer

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    Nice but some problems:

    VF positions are insanely difficult to get.

    Supposedly cannot replace NF main refinery if you lose it.


    Some ideas:

    Turn one of the hills into a giant infantry only mountain and stick a ref on top for added uberness to this already awesome map.
     
  16. flasche

    flasche Member Staff Member Moderator

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    really a nice map so far tho it really is a bitch to command ...

    the height differences make it almost impossible to click areas on the minimap without continously zooming out and in ... kinda reminds me on commanding SoF for whatever reason. :p

    you cant do shit about that sadly. just wanted to say ...

    oh and the map is a gigantic scoutrifle noob trap ... not your fault either ... but still RAEG :mad:
     
  17. Deadpool

    Deadpool SVETLANNNAAAAAA

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    yeah the nf place for a vf seems way way more accessible than be's, and it's also much higher, not a huge deal but it might get old after a while.

    and yeah as BE you cant drop nf's start ref if you get their base.

    otherwise I like it a lot, its fun
     
  18. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    that map was GREAT!
    I only have one issue but, I think you should keep it in there anyways. Its Fing hard to get around the map in a tank if you don't have gas turbine.

    Another thing... you can't seem to keep the coms upside down on that map. lolz I flipped the com twice while running and both times it righted it self when someone shot it with HE.
     
  19. Vessboy

    Vessboy Member

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    I think it's time for an art pass. Gameplay is remarkably solid for a "displacement" map. So yea. decals, texture variety, rocks and maybe old wooden structures burried in the snow. Lets detail this baby up.
     
  20. Varbles

    Varbles Simply Maptastic. Staff Member

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    OK time for some slight changes


    Middle will become a brenodi listening post, which will become the theme of the map, where NF has discovered BE's listening post deep in the mountains.

    The building will be in the middle in place of the ref and will have two entrances that lead underground where the capture brush is. It will be possible to lock both entrances by pressing a button on the inside of either of them. To get in, you will then have to construct an engineer buildable TNT brush on the door to blow it in. Once the door has been blown in it can be reconstructed to function like normal.

    There will be a commander no build zone around it and a no engy wall zone around it.

    Also I am considering making it spawn a radar for your team under the ground to receive the benefit of vehicle detection when you have the point, but I doubt I will do that.


    I have received several suggestions to turn the water into ice or make it destructable etc. and I will implement this somehow.
    Im thinking of maybe making a func_breakable_surf in thin layers above the water, so that it can carry the weight of a tank but can be destroyed.

    I will reduce the amount of water that is actually in the map and will expand a few of the building spaces. I will add refs at west middle and east middle to make the map less predictable and try and avoid what happens on emp_coast.

    I also think I can get the amount of players required for capping and res flow from flag to be scaled using game_zone_player or something. Either way a b3 will be out soon.
     

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