WIP - BDX_Hostile_C4

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Comments

  • Keebler750Keebler750 Posts: 3,621Player
    I tweaked the spawn points and published FLO_Hostile12_C4 to load the map down with more people as a test, and BeerMe will try and run it. Who knows what'll happen! :o
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    This has been a test of the emergency flame-fest system. Please do not adjust your set.
  • Keebler750Keebler750 Posts: 3,621Player
    edited July 2016
    Here's a 1:1 playspace comparison to get a feel for the size of this map compared to one of our smaller maps.

    PTtfgcy.jpg

    (If anyone is interested, I actually copy/pasted Crossfire into the map for this graphic, hid the landscape, selected Top viewport, used Windows Snipping Tool, then did some quick stuff in Photoshop)
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    This has been a test of the emergency flame-fest system. Please do not adjust your set.
  • Keebler750Keebler750 Posts: 3,621Player
    edited July 2016
    I can't say enough about how the enemy of a map maker is not enough player and testing hours early in the design, and at various stages. I very much had to wing it for various reasons, including that I couldnt test until my elevators were done.

    Having seen both BDX and FLO play out a bit now, I will say it might support both types. I'm surprised!

    Things I've noticed:

    - chokes seem too easy to blitz and get through.
    - elevator is too slow
    - Players at lower levels can't tell if the button call resulted in the elevator starting towards them. If it takes too long, they run away from the call button....they are a sitting duck. (I had intended to create a digital display of progress - Floor number its on)
    - No clear indication what is going on if someone else is calling/using the elevator
    - Tough to rotate to objectives. However, I did design it so the defense needed to communicate and stay on their toes...
    - Routes actually aren't done and still need a little bit more cover.
    - The bulletproof glass in the main building causes more confusion than I expected.

    Etc.

    I needed a lot more time to finish this, being such a newb. Comp player input would have been nice.....(I did ask)
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    This has been a test of the emergency flame-fest system. Please do not adjust your set.
  • =IK=.Scooby=IK=.Scooby Posts: 119Player
    Add me on steam (search for SgtScooby), shoot me an invite whenever you're on/looking to test it(I'm often set to away, just shoot the invite anyway..I often forget to switch back to online. If I'm there I'll respond). No expert in map design but I'll help with what I can.

    Haven't got a chance to play many of the maps entered in the contest(yours was one of the few I did, and the one I liked the most at the time), either I'm not getting on early enough or I'm just somehow missing the server when looking over the browser for the contest maps.
  • Keebler750Keebler750 Posts: 3,621Player
    While the BDX contest is ongoing, I'll be updating the FLO_Hostil12 map that has been getting tested on BeerMe with 24 people on it. Very interesting to see patterns develop. This is what I needed!

    I have a build going out soon with the elevators being quicker and some minor door sound changes. Trying to figure out how I can do a display that shows what floor the elevator is currently on, and give more feedback to a player so they know what to expect.

    As I've said, I really like the opportunity to learn and push myself. This has inspired me to look into some future career options, since I'm retired at present. I seem to like programming. We'll see.
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    This has been a test of the emergency flame-fest system. Please do not adjust your set.
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