Smilecythe Posts: 1,249

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Vodka Führer

#25



Xonotic is not lacking DM maps really, but it is lacking good, well balanced and fresh Duel maps. This contest is a response to this particular demand.



(06-19-2015, 02:41 PM) Freddy Wrote: Someone has to be the first to submit a map, so here it is:



http://download.evil-ant-colony.org/maps...ure_02.pk3 Someone has to be the first one to give feedback and critic, so here it is:



Visually in terms of texturing and brush work, I have no immediate critic towards the map, it's neither stunning or awful. Improving in visual department is just a matter of practice and the way this map looks like suggests that you're capable of that.



The layout is little bit too symmetrical which makes it difficult to comprehend and learn, it's also a little bit too round.. I get it's the idea of the map, but there's a reason why there aren't many well balanced roundly shaped maps around, it's difficult to do both in terms of texture and brush work, not to mention figuring out layout and balance as well. I ran around by myself there for about 30 minutes and most of the time I couldn't tell where I was after I spawned. There's too many and some too long corridors, this ultimately makes this map more suitable for DM rather than Duel. Duel means you battle in the map with just one opponent and yourself, I would imagine most of the playtime in this map going to chasing opponents in those long one way corridors. Overall size of the map doesn't necessarily need to be rescaled (however I would still recommend it), rooms and corridors connecting them to one another needs some opening up though.



You should try to shape map layout based on which weapon you expect to be used in certain areas most, as a good example: long and open places could use some cover from nex fire. You should also pay attention to how routes and rooms connect to different items, you should aim to have variation in route choices between mega HP and mega armor for instance.. Route A could be slower and have some useful weapon and route B could be a faster path with some less significant items if any. If you want the map to support nex heavy play, you could force players to walk through a route of their own, put nex in place A and serve extra ammo in place B where players wouldn't necessarily otherwise go. Currently it feels like you pasted items pretty much just in the most geometrically convincing places only, a little bit apart from one another and didn't think through the effects in gameplay.



Those curvy stairs in front of mega armor are a little off both in visual and layout aspects, I can tell you were kind of testing the waters with the editor and it probably has some kind of achievement value.. However it's not a very practical shape of geometry as you can just laser jump over it. But mostly it's not practical, because Xonotic is too fast paced for a slowing down geometry that forces players to spin around in small cramped space like that. I recommend replacing those stairs with a simple jump pad.



Improving in mapping, knowing the theory for Xonotic duel and figuring out interesting layouts usually require lots of observation and or playing youself, keep an eye on how popular duel maps are made and how people play them (youtube search: xonotic duel commentary). Same thing goes for visuals, you might have to literally copy somebody else's style blatantly till you figure out how to put it all together with your own style.



I would gladly try this map out on DM, but tbh it doesn't feel enjoyable in Duel in the slightest. I'm not sure I could enjoy this even in minsta duel where it's easier for slower players to catch up, because it's just too much cat and mouse chase with those closed one dimensional corridors.



Beeb sound is a nice touch, but mind explaining what causes it to happen? Couldn't figure that out, but I'm guessing it has something to do with the panel ramps surrounding the floor below mega hp. Reply It's a contest for Duel maps, not DM maps. There's a huge difference.Xonotic is not lacking DM maps really, but it is lacking good, well balanced and fresh Duel maps. This contest is a response to this particular demand.Someone has to be the first one to give feedback and critic, so here it is:Visually in terms of texturing and brush work, I have no immediate critic towards the map, it's neither stunning or awful. Improving in visual department is just a matter of practice and the way this map looks like suggests that you're capable of that.The layout is little bit too symmetrical which makes it difficult to comprehend and learn, it's also a little bit too round.. I get it's the idea of the map, but there's a reason why there aren't many well balanced roundly shaped maps around, it's difficult to do both in terms of texture and brush work, not to mention figuring out layout and balance as well. I ran around by myself there for about 30 minutes and most of the time I couldn't tell where I was after I spawned. There's too many and some too long corridors, this ultimately makes this map more suitable for DM rather than Duel. Duel means you battle in the map with just one opponent and yourself, I would imagine most of the playtime in this map going to chasing opponents in those long one way corridors. Overall size of the map doesn't necessarily need to be rescaled (however I would still recommend it), rooms and corridors connecting them to one another needs some opening up though.You should try to shape map layout based on which weapon you expect to be used in certain areas most, as a good example: long and open places could use some cover from nex fire. You should also pay attention to how routes and rooms connect to different items, you should aim to have variation in route choices between mega HP and mega armor for instance.. Route A could be slower and have some useful weapon and route B could be a faster path with some less significant items if any. If you want the map to support nex heavy play, you could force players to walk through a route of their own, put nex in place A and serve extra ammo in place B where players wouldn't necessarily otherwise go. Currently it feels like you pasted items pretty much just in the most geometrically convincing places only, a little bit apart from one another and didn't think through the effects in gameplay.Those curvy stairs in front of mega armor are a little off both in visual and layout aspects, I can tell you were kind of testing the waters with the editor and it probably has some kind of achievement value.. However it's not a very practical shape of geometry as you can just laser jump over it. But mostly it's not practical, because Xonotic is too fast paced for a slowing down geometry that forces players to spin around in small cramped space like that. I recommend replacing those stairs with a simple jump pad.Improving in mapping, knowing the theory for Xonotic duel and figuring out interesting layouts usually require lots of observation and or playing youself, keep an eye on how popular duel maps are made and how people play them (youtube search: xonotic duel commentary). Same thing goes for visuals, you might have to literally copy somebody else's style blatantly till you figure out how to put it all together with your own style.I would gladly try this map out on DM, but tbh it doesn't feel enjoyable in Duel in the slightest. I'm not sure I could enjoy this even in minsta duel where it's easier for slower players to catch up, because it's just too much cat and mouse chase with those closed one dimensional corridors.Beeb sound is a nice touch, but mind explaining what causes it to happen?Couldn't figure that out, but I'm guessing it has something to do with the panel ramps surrounding the floor below mega hp.

"Jumping Around" a playlist of advanced trickjumping in various games

Videos of maps I've done in misc games

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