emp_shadows

Discussion in 'Mapping' started by Cyber-Kun, Mar 22, 2008.

  1. bitchslap

    bitchslap Member

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    cool dude.
    linky linky when its done.
     
  2. -Mayama-

    -Mayama- MANLY MAN BITCH

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    BEWARE ELITISTIC FLAME AHEAD:

    This map fails cause most people are to dump to play a map with more than
    2 jokepoints...

    oh sorry im wrong, ive seen emp_canyon many times lost because 90%
    of the team defends one chokepoint. The most hilarous moments are those
    in which the majority says STFU to players that ask about going to
    the undefended jokepoint...

    now you can understand why this map fails
     
  3. Cyber-Kun

    Cyber-Kun Member

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    No I did not.
    Write again more calmly.
    Is it bad that there is two primary choke points, or too many random paths?
     
  4. CobaltBlue

    CobaltBlue Member

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    I think he was mostly venting about stupid player.

    Shadows is one of my favorite maps, so first I wanted to say thank you for putting the time and effort into making it for all of us.

    Previously only the vehicle factory respawned at the bases, so many times people would win by leaving no spawn points. I kinda' like winning this way but IDK if that was intended. If not consider making the RAX respawn or make a flag in base that the other team simply can't take.


    I'm not a big fan of the trigger_hurts being prevalent in maps.

    You know the SW flag that requires 3 people to take. A factor or some such thing. It is probably too easy to defend, because of the long narrow choking entrances. Even if the opposition manages to kill me, I spawn right there, and can just run right back in and beat them all down before they can neutralize the flag.

    On the NE there are some buildings in between the BE base and the second flag which would be cool to be able to go into.

    The spawn at the far NE flag attracts spawn campers. Since it is pretty out in the open (open chest high walls) tanks can camp it.

    Possibly consider removing a few of the nicer two slot vehicle weapons like HE cannon and UML/BioML/Guided. --Because NF Mediums are a bit too much pwnage right now IMO.

    I really can't think of anything else to suggest.
     
  5. -Mayama-

    -Mayama- MANLY MAN BITCH

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    ^^ ^^ ^^

    that was a cynical comentar about the empires community or at least the
    population on a regular empires server.
     
  6. Cyber-Kun

    Cyber-Kun Member

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    A list of what you said and my responses back.

    1. I agree, 5 seconds is too fast. It was a joke, but I forgot to think of point camping.
    2. The reason why I made this was to make the base important. However this leads to being camped in, or people attacking the base only. I will test out respawning.
    3. I love trigger_hurts, and even if you hate them, you should never see them. They will all be in spots you have to exploit to get too.
    4. Agreed. I need to make a better spawn point.
    5. I have been working on this stuff slowly. I do plan more buildings, just don't know if they will be ready for RC8.
    6. Needs more defensives. Thinking of moving the spawn point to the useless building I made.
    7. I don't agree. I already closed off all research I need closed anyways.

    Also to Mayama. I know this is a hard map to play with, but Stu made this map hard to play on. I agreed with that and have been working on the map keeping it dark and fun.
     
  7. LordDz

    LordDz Capitan Rainbow Flowers

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    I love this map.
    And the thing about NF? Wth? They're clones damnit!

    HE + Salvo missiles in my heart.
     
  8. CobaltBlue

    CobaltBlue Member

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    BE can equipe there mediums with the same weapons and be overpowered as well, but the NF and BE Meds aren't the same. The vehicle states are basically the same, but the NF tank structure is advantagious on emp_shadows.

    It is kinda' like how on BE:APCs are better on trenches than NF:APCs. I mean the BE:APC is always better, but specifically so on trenches, because the BE:APC can easily make it over a trench without any help. the NF:APC can make it over without help, but it is MUCH MUCH harder.

    I believe NF:MED climb ruble better and turn tight corners better. Since I felt NF:MED was slightly better on shadows, that is the one I named. I didn't mean to say that it imbalance the factions, I think the MEDs are just too powerful in general.

    One of the few things that can reliably take down a medium is another medium. Since each team usually only has but 2 vehicles, and one should be an APC, When one medium dies it is a huge shift in the game.

    I just thought having such a large sway in outcome be from the success or failure of one medium tank driver on a mixed infantry/vehicle tactical team-work map wasn't so good.

    Doesn't matter either way though. Suggestion was shot down. ;)
     
  9. Cyber-Kun

    Cyber-Kun Member

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    You can not remove research for one side as far as I know.
    I also know NF has a better firing point in this map, but even if I could, I would keep research the same for both teams.

    [​IMG]
    One of two things BE has to anti-camp there base. I know it leads right outside BE base, and it will be shelled with HE and the like.
    Too bad, if you get to that point, your team is going to die anyways. This is just to give a hope something can be done if the team gets smart.
    Also, the second exit is much better about a 'safe' exit.
     
    Last edited: May 24, 2008
  10. CobaltBlue

    CobaltBlue Member

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    Looking good.
     
  11. Cyber-Kun

    Cyber-Kun Member

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    Good question here.
    The tunnel in the SW. What should I do with it?
    The tunnel itself looks horrible and doesn't fit there.
    I am thinking of replacing it with a cave or something like that.
    Any suggestions on what to do?
     
  12. tysonm1

    tysonm1 Member

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    Could you take a pic of it please? I haven't played on this map or it aint showing on the First post.
     
  13. CobaltBlue

    CobaltBlue Member

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    Make it an above ground road, or an abandoned subway system, or a large water/drainage duct?
     
  14. DrummerX

    DrummerX Empires Tyrant

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    or a sewer like thing, look at Blight's blast map, it has a great sewer in it

    cave wouldn't fit the map to well.
     
  15. Cyber-Kun

    Cyber-Kun Member

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    Good news is that this was a massive reminder for me to keep working on this.
    Anyways, I'll get RC8 out with the stated improvements.
    RC9 can be set for the path thing. I do have an idea on how to improve the entire visual side of Shadows, but it would take days of work to get the basics down.
    RC8, yeah that can be done sooner.
     
  16. DrummerX

    DrummerX Empires Tyrant

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    we'll look forward to it, any updates on smokies?
     
  17. Cyber-Kun

    Cyber-Kun Member

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    Smokies, that did have work being done.
    RC2 is going to be a slight balancing act, as that map is much easier to deal with.

    Here is what RC9 ideas would be. Notice the large amount of work that would be needed.
    [​IMG]

    For RC8, well I have exit routes. Not a whole lot left on it in fact.
     
  18. Omneh

    Omneh Member

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    Damn this looks so good... shame no servers run it, as far as I know.. :(
     
  19. bitchslap

    bitchslap Member

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    mad carries rc7, and is just waiting for rc8
     
  20. Cyber-Kun

    Cyber-Kun Member

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    Well work is slowed. BlockBullets texture is also blocking people.
    I also have the issue that if the starting barracks respawns, and it is the only respawn point the team has... well the game thinks the barracks doesn't work. Since it is the only respawn point, the game thinks no one can spawn on a team and since everyone is dead in the start, map ends.
    Anyone knows the fix for those two problems?

    Also, map is turning out fine.
     

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