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[Map Pack] Open Testing

Historical capture recovered from the Wayback Machine · captured 2005-03-19 · 52 posts
(from my post over at TW)


well, so far we're at the point of testing these out to make sure there arent glaring issues with the maps. i'm setting riven's solaris prime server up to be an open public server with the vm maps on it (once i get the damned thing working again that is). few things to note before i link you all to downloads...


#1) server admins, DO NOT PUT THESE MAPS ON YOUR SERVERS!!! they are by no means final, and i only want one server to have to be updated. no bitching about version mismatches now that i've said this.

#2) as before, these maps are by no means 100% final, but they're being tested for balance issues and map errors (ie HOM effects). contact me in irc with problems as you come across them, and please, refrain from "the color sucks" comments. we need to know serious balance issues, or serious map build errors. aesthetics are a personal taste to each of us, and opinions on what "looks good" and what doesnt arent gonna matter as much as a hole in the ground in the long run.

#3) currently, we're missing i think two maps from the rotation that will be put in later on. Twilight and Desert of Death. Also, CCD and Mesa still have much work to be done to them, mainly terrain tweaks on both maps and a generator inequality issue on mesa. however, we want to see how the maps feel overall in their current states.

#4) anyone who had these maps from last weekend's PU, please make sure to overwrite all those files with the ones you find here.


================================================== ====

With all that being said, here are some fun ol links for you all to play with:

Acheron: http://www.teamunsung.com/geiss/AcheronVM.zip
Arid: http://www.teamunsung.com/geiss/AridVM.zip
Authority: http://www.teamunsung.com/geiss/AuthorityVM.zip
BloodVeldt: http://www.teamunsung.com/geiss/BloodVeldtVM.zip
CCD: http://www.teamunsung.com/geiss/CanyonCrusadeVM2.zip
Cavern: http://www.teamunsung.com/geiss/CavernVM.zip
Condemnation: http://www.teamunsung.com/geiss/CondemnationVM.zip
DX: http://www.teamunsung.com/geiss/DangerousCrossingVM.zip
Dash: http://www.teamunsung.com/geiss/DashVM.zip
Desert Of Death: Still Working On It
Emerald: http://www.teamunsung.com/geiss/EmeraldVM.zip
FB: http://www.teamunsung.com/geiss/FeignedBeliefsVM2.zip
Fort: http://www.teamunsung.com/geiss/MP-VM-Fort.zip
Gigant (note, you will need the original MP-GigantTextures.pkg file for this, it was not included in the zip for size this time): http://www.teamunsung.com/geiss/GigantVM.zip
Highlands: http://www.teamunsung.com/geiss/HighlandsVM.zip
Isle: http://www.teamunsung.com/geiss/IsleVM.zip
Junk: http://www.teamunsung.com/geiss/JunkVM.zip
Mesa: http://www.teamunsung.com/geiss/MesaVM.zip **Reminder, this still has changes pending
Minotaur: http://www.teamunsung.com/geiss/MinotaurVM.zip
Raindance: http://www.teamunsung.com/geiss/RaindanceVM2.zip
Sabbath: http://www.teamunsung.com/geiss/SabbathVM.zip
Spiridian: http://www.teamunsung.com/geiss/SpiridianVM.zip **Has not been changed from weekend PU, but changes coming
Stormdance: http://www.teamunsung.com/geiss/StormdanceVM.zip
Temerity: http://www.teamunsung.com/geiss/TemerityVM.zip
Tropics: Still Uploading
Tundra: http://www.teamunsung.com/geiss/TundraVM.zip
Twilight: Still Working On It
Verdant: Still Uploading
WinterLake: http://www.teamunsung.com/geiss/WinterlakeVM.zip

I'm hoping that the server will be ready by this evening, alot of these maps are still being uploaded to the server. I'll post when we're ready to start playin.
uh oh

-(D)-HP
*sigh*

http://www.owned-fm.com/VerdantVM.zip

http://www.owned-fm.com/TropicsVM.zip

there are those last two maps.
Yay.
i remember when packs where one giant archive
#1) server is up and running, name is -)R(-iven Solaris Prime (alpha sort your list and we're near the top)

#2) this is seperated into single maps because i'll be updating the builds throughout the week as we run through problems.


come play. server's open.
Originally posted by: Sage Dest
i remember when packs where one giant archive


here are all maps in one zip/rar

VM_mappack_test.zip
VM_mappack_test.rar (saves you and me 32MB)
Post edited by -Wolverine at 2/28/2005 5:12:56 PM


View the MoFo T:V Server Configuration Guide
Download Tribes Vengeance Cache Manager

now thats service baby
hahaha.

for anyone that for SOME reason does not have the gigant textures, you can get the original map from irritANT (and the textures package of course) here:

http://www.beml.org/phpBB2/viewtopic.php?t=3305
Originally posted by: -Wolverine
Originally posted by: Sage Dest
i remember when packs where one giant archive

VM_mappack_test.rar (saves you and me 32MB)

stopped at 98%
blame it on wolvroooreen
client problem... between the chair and the keyboard


View the MoFo T:V Server Configuration Guide
Download Tribes Vengeance Cache Manager

*needs changelog

edit:
please.
Post edited by Spookious at 2/28/2005 10:55:13 PM
Originally posted by: -Wolverine
client problem... between the chair and the keyboard
I got a corrupt file on the .rar, wolve...you'd already left IRC though...
Couple teammates and I just went through all these on an empty server, I will post my thoughts and impressions shortly.

-(D)-HP
*sigh*

Originally posted by: -Wolverine
Originally posted by: Sage Dest
i remember when packs where one giant archive


here are all maps in one zip/rar

VM_mappack_test.zip
VM_mappack_test.rar (saves you and me 32MB)


thanks
Alright, these are from checking out the maps with an LD/MD/HoF, LO/HO, and capper/podder. They may want to post their opinions separately, or maybe not. Everything is on your typical A-F scale. Please understand that these opinions come from a competitive standpoint and I'm trying to be as critical as possible so the final versions will be the best (I believe) they can be. Appearance is based off of all Ultra-High, and I firmly believe the appearance of a map is nearly as important as gameply in garnering competitive players' interest.

ACHERON
Overall: C
- My first impression was negative, bases were interesting but terrain was not.
Routes: C
- Feels like Abbaddon with the hill structure, but no front to back or back to front routes.
- Flagstand forcefields add an interesting gameplay mechanic, but a la Dessicator T2 this doesn't seem the best idea. Perhaps solar panels would be more adequate than the hidden gen in the top if you want to keep the forcefields balanced.
- Middle map routing looks simple, perhaps a couple trees, rocks, or other (small) obstacles in the same valey as the mid tower would make things more interesting.
Appearance: C
- Feels like Winterlake, but with much less detail. Again, mid map small obstacles could help here.
- The neon blue & black combo on the command map is just bad.
- The valleys are well done with a unique appearance (blue/white).
- Fog distance appears adequate.
Base Mechanics: D
- Solar panels would be preferable to the second gen controlling the flagstand forcefields.
- The fact that the back of the flagstand is open does not make it easier to cap on, rather worse as heavies moving into and out of the front base forcefield will be able to constantly keep mortars on the flag.
- The base is quite simply too hard to rape without exploiting the forcefields. Unless I'm mistaken all access is from the top and back, precisely the least accessible place for incoming HO. There does not appear to be any quick routes to take a HO to that location.
Potential: B
- Removal or modification of the forcefields is probably necessary for it to be a seriously considered competition map.
Bugs:
- Nothing stood out.

ARID
Didn't check out the remake, I understand the BE tower is modified, but need a full changelog.

AUTHORITY
Overall: B
- First impression here was indoors? WTF? But interesting.
Routes: D
- Interesting ideas with the indoor "track" of sorts coursing around the map in a loop. Could be fast, but obviously easily blockable. It looks like this map was intended to play walking.
- Potential grapples in the center room could be interesting.
Appearance: B
- For an interior map, it is fairly detailed.
- The windows and light shaft in the center room are just plain sexy.
Base Mechanics: B
- Widespread spawns from the same spawn point are slightly confusing.
- Separation of various inventories and deployables is good.
- Flagstand appears adequate.
Potential: D
- Sadly this map's design limits the amount of improvements that can be made upon it. In the end it comes close to feeling like a faster, larger underground Minotaur T2.
Bugs:
- Nothing that we caught.

BLOOD VELDT
Overall: A
- My first impression was of Tombstone T2, with more interesting hills, a much better flagstand, and of course, better looking everything.
Routes: A
- Front caps, back caps, side to side. A cappers dream. The OOB grid is so far behind the stand that front to back grabs are as effective as Stonehenge T1/T2.
Appearance: A
- It appears to pull off exactly the look it was going for, and its graphical feel is different from any of the official maps. I was astounded by the amount of detail under the lake and in the open.
Base Mechanics: B
- Generators seem to be about as hard to get to as Damnation T2, but are much farther away. In T:V this should be adequate, but possibly slightly annoying. Removal of the rover room FF could be preferable.
- Deployable counts are good.
- The rover makes more sense to me to the more I look at this map.
- Upstairs invs in the base are slightly awkward but unique.
- Towers are well done.
Potential: C
- Doesn't look like too much could be added except detail, but this map is already fine in that department.
Bugs:
- Didn't find any here.

CCD
Overall: C
- I'm no late T1 vet but I instantly recognized CCD.
Routes: B
- Due to the massive flat area around the flag, it is hard to "get up and go" on this map. Not sure how similar this is to its T1 feel but this will reduce defensive mobility greatly.
- Capping should be easy after a slow start.
- HO looks slightly difficult due to the distance between the bases and any hills to get speed off of.
Appearance: C
- Nice sky, terrain textures are adequate.
- Could use more midmap detail.
- Base exteriors could look better.
- Fog distance seems a little extreme given the flatness of the map, but this partially offsets the lack of defensive mobility by upping the laser's effectiveness so it's hard to judge.
Base Mechanics: C
- Everything's just too far apart.
- Especially the sensor. This will not last long at its current location, and despite the relatively close repair pack on the antenna, its proximity to spawning defense is anything but.
- The bases themselvse are good. I'm assuming the one without a generator is separately powered.
- For some reason I don't remember there being separate spawns. If there isn't, this map needs them.
Potential: B
- The capper I was with apparently played the earlier version of this in a pickup, and thought the scale was a lot smaller (and better) back then. It seems too wide to me. Regardless it looks like it could be a lot of fun (but more with a reduction of scale).
Bugs:
- Once again nothing stood out here.


I'm going to take a break here as it's already getting very long. Please tell me if this input is worthwhile or if I should just not bother with the rest.
Post edited by HP at 3/1/2005 12:16:36 AM

-(D)-HP
*sigh*

Originally posted by: -Sabre-
I got a corrupt file on the .rar, wolve...you'd already left IRC though...
hmmmm, thats odd. I dl'd the rar and installed the maps from it on my local machine. Maybe some transfer problem? Lemme know if more have this issue and I'll rebuild it


View the MoFo T:V Server Configuration Guide
Download Tribes Vengeance Cache Manager

HP, more input the better. i'll look into changing acheron around a lil bit, and CCD is getting a complete makeover. keep em comin.


wolv, alot of ppl in irc complained about a bad DL on the .rar, just FYI.
I agree with HP 100% so far. Blood Veldt is awesome.
Gigant

Yeah nothing in depth, but this map just does not feel right to me.
i agree with igloo who agree's with HP...
Blood Veldt is really good, could use a few more buildings or something to make it more attractive. But I definitely could see it added to the ladders
Post edited by IP. at 3/1/2005 4:45:55 PM
I rebuilt the .rar.....
Originally posted by: ^_Blight_^
Gigant

Yeah nothing in depth, but this map just does not feel right to me.




.................... is how i feel about blight.

very indepth eh?
Post edited by Geiss at 3/1/2005 1:25:23 PM
Alright, since it appears people are listening to me here's some more before I break to get some food.


CAVERN
Once again I need a changelog for the edits of the default maps.

CIRCUIT
Overall: C
- Initial impression: pretty map, but why did the two of us spawn so far apart.
Routes: D
- D is for Distance. This map is just too huge, it takes around 30 seconds to get base to base in light.
- Compounding this problem is the dead city in the center, practically requiring a grapple to navigate through efficiently.
- Therefore I put forward that HO routes on this map are non existent.
Appearance: A
- Looks like a map that was designed by the dev team for T:V. I liked the new base interior. I didn't understand the empty flag pavilion, however.
Base Mechanics: D
- A mortar turret, auto turret, and tank right by the flag. Not good.
- Why isn't the flagstand on the flagstand building? (I'm guessing this is the result of previous tests)
- 2 rovers, while seemingly nonsensical on this map, at least serve the purpose of bringing HO back into the picture.
- Deployable counts are absurdly high.
- Base interior itself is good, somewhat reminds me of Woody Myrk T2.
- As previously mentioned, the spawn area is too wide for a single spawn point. Confusing.
Potential: C
- Too big, but maybe it plays well with the 2 rovers per side. I'll have to see it.
Bugs:
- We assumed the Sentry Turret you can't climb into was supposed to be automated like DX's, but it didn't shoot at us when we went to the other side.

CONDEMNATION
Overall: B
- Damnation T2, in T:V. None of the 3 of us saw this coming.
Routes: C
- The routes on this map get a low grade for being way too easy.
- HO routes are about 2 seconds long. While that gives it a Damnation feel, it's too much. Damnation T2 was never THIS easy.
- Cap routes are going to be vicious on this map with the water physics in this game. Add to that the possible grapples on the trees and... ugh.
Appearance: A
- Exceptionally well done remake. Maintains the general feel of the original, but still utilizes T:V's engine well.
Base Mechanics: B
- Deployable counts seem slightly high.
- Generator location is slightly different than Damnation T2, but works well.
- I'm a bit concerned about the differences between how close the Imperial base is to its lake compared to the BE base. It seems the rear FF entrance will be much more useful to those playing against BE than for it. Likewise, it will be easier to Imperial to maintain remote invs out its back door than BE.
Potential: B
- I'd like to see the BE base moved closer to the lake, and something to be done about the sheer ease of routes here. But I'll have to see how it plays.
Bugs:
- You can't walk under the imperial arches on the sides of the tower, but all that affects is remote inv placement.

DX
Overall: A
- DX is DX. Who can deny DX?
Routes: A
- Feels like traditional DX scale to me. If my lousy skiing ass can get across it relatively quick, there's no problem here.
Appearance: B
- I appreciate the attempts of the author to improve the appearance of the map without adding things that might interfere with the play of the original. The trees near the OOB grid and the little bit of water are harmless, but nice changes.
- That being said, I think more harmless changes could be made in adding decals or different lighting to the bases to make them look nicer.
- Also, the snow near the OOB grid is just way too white. When I went over there, the only thing that I could see was my player model and its shadow. Blinding white was everywhere else.
Base Mechanics: B
- Looks like it will play like DX, with a couple notable exceptions: no interior turrets (that's OK), and the base turret could be improved.
- My idea for the automated base turret is to change it to AA, which will reproduce the slow projectile speed and knockback of a plasma turret. I see the refire rate has already been changed, so I'm sure it could be tweaked to reproduce the firing rate of a plasma turret.
Potential: B
- It already plays extremely well. In my mind, the turret is the most important change needed.
Bugs:
- We didn't find any here.

DASH
Overall: C
- I liked what I saw until I saw the flat ground.
Routes: C
- For this scale, the terrain in the canyons is way too flat. HO is going to be a pain in the ass here.
- There appears to be at least some good grapple spots for cappers, but don't miss.
Appearance: B
- Needs more variation in the terrain at high and low altitudes.
- Bases look nice, good to see the Tombstone/DBF-style "boot" base back again, if with a different interior.
- Our capper said it looked like something straight out of UT2K4.
Base Mechanics: B
- A little too far between the tower and the spawn base. This needs a second spawn point.
- 2 rovers, like Circuit, I suppose makes sense where HO is near impossible on foot. But I still don't like the idea.
- Why is the boot colored yellow at the BE base?
- Deployable counts are just chipper.
- Sensor location is slightly annoying.
- The totem is a neat idea. Will make for crazy grappling with its size I'm sure.
Potential: C
- Terrain and distance are this maps biggest downfalls. I personally wouldn't want to see it in competition in its current state.
Bugs:
- There appears to be a catapult located somewhere by the BE flag, that shows up on the command screen/radar but not anywhere visible. There's no duplicate on the Imperial side.

EMERALD
Didn't check out this edit either. Once again, I request a changelog. Never had a problem with the original, unless this has something to do with the FFs.

FEIGNED BELIEFS
Overall: A
- I was always a fan of Feign T2. It's good to see it again. Now all we need is DBS and Stonehenge.
Routes: B
- Feels just like Feign, according to the 3 of us. The OOB grid depth is great, our LD mentioned that the T:V dev team would have put it on top of the ridge, but you put it behind far enough to make the side ridges useful.
- The flagstand sticks off the ground way too much compared to the feel of its T2 original. We're still trying to figure this thing out. From an emergency-grabbing standpoint, I don't like it at all.
- The scale feels perfect for T:V, in comparison to its T2 feel.
Appearance: B
- I like the different style of the remake. The sideways gen is good to see too.
- I'd like to see a little more rock in the higher altitude terrain.
Base Mechanics: B
- None of us understood the forcefield on the flag base.
- The side bases are well done.
- Deployable counts appear good.
Potential: A
- When this map gets the kinks worked out, it will be a blast in T:V.
Bugs:
- We all know the sensors don't work for either base. What you may not know is that when we killed the Pheonix generator, the Imperial sensor came up. Hope this helps with your bug hunt.

FORT
Didn't check out this edit either. Changelog plz, kthxu.

GIGANT
Overall: ?
Routes: ?
Appearance: ?
Base Mechanics: ?
Potential: ?
Bugs:
- The terrain was missing on this map. All we had were bases and water, we'd fall through where the land was supposed to be and couldn't see it either. Maybe it's been re-uploaded?

-(D)-HP
*sigh*

Originally posted by: Spookious
*needs changelog please.
Awesome Feedback HP- Thanks to you and your compadres-- i feel somewhat better.. since i havent gotten to take a look yet myself..

Also-- Changelog for all Retail maps please geiss.. Thats Super Important...

}I{ Mindflayr - #MotB - #TVCompMod - #PlayTribes


Changes for retail maps:

Arid: be base #2, moved the rear door so they are in a straight line from each other. also had planned on moving the rep packs to the back doors of each team's #2 base, but appearently that didnt get done this build.

Cavern: FF on top entryway to generators. FF's (hidden) on windows so that cheap ass base spam doenst happen. FF's go down when gens go down. No spawn point changes, i remember someone asking me that.

Emerald: Added more spawn points so each team can spawn their 10. That's it for this map, a simple tourney tweak is all.

Fort: Attempted to fix rover bug. Dont know if it happened, though, becuase no set way to test it. Original map, bug was random there too.

Isle: No changes.

Highlands: BE doorways widened a bit, little lip gotten rid of (many complaints about this originally)

Junk: Raised flight ceiling, put BSP under flag on pipes so that under-pipe capping was prevented. Also planning on moving one of the pipes (i forget which one, but ppl mentioned it to me) back so that both pipes are over the bases, rather than one out front.

Spridian: still trying to find good balance between no-rape and ass-rape versions. current build has two solar panel gens on top of the bases that power side forcefields. will probably change this to having one generator in a more protected location.

Tropics: No changes yet, but people have suggested increase fog levels.

Utopia: Scrapped, everyone hated it anyway.

Winterlake: mirrored imperial base over to the phoenix side.
HP, dont know if you saw later in the thread, i did NOT include the gigant textures package for file size at this point. i put a link up for the original map (that has the .pkg file in it).
Alright, I got the textures and I'll check out Gigant and the retail edits again later, here's hopefully the rest of the other maps.

MESA
Overall: C
- Initial impresion: light spawn armor good, terrain very very bad.
Routes: A
- Shouldn't be too hard to HO or cap on this, even with the mile high flagstand. The terrain is steep enough to get lots of speed without being too jagged to ski. Think half-pipes.
Appearance: D
- There's a base. There's a big floating flagstand. There's a sensor. And then there is lots and lots of tan.
- Terrain texture variation does not seem to exist.
- There is a grand total of one object on the map that is not a sensor stand, base, or flagstand. Perhaps if this was supposed to be a desert instead of a mesa I could buy the lack of boulders or other details.
Base Mechanics: C
- The base is reminiscent of Minotaur T2, two invs behind a domed FF. Nothing else of any strategic relevance is present, except each team's sensor, and a resupply station on the floating flagstand.
- The flagstand itself is interesting and unique, and the presence of remote turrets right there on the thing should be interesting.
- Deployable counts are A-OK.
Potential: A
- Needs more pizazz. Maybe a solarpanel controlling the base FF would make HO more interesting. This seems like a great first draft, but a first draft nonetheless.
Bugs:
- Sensors don't work correctly.
- That one non-essential object by the Imperial base, the panel looking thing, has no clipping and disappears when viewed from specific angles.

MINOTAUR
Overall: B
- First impression: here we go again, Minotaur, my framerate's worst enemy.
Routes: A
- It's Minotaur. Underground mechanics are the same, above ground terrain is the same scale. This was never a route map.
Appearance: B
- Our general consensus is that the terrain needs more black, the sky should be darker, and the huge southeast hill needs more terrain variation instead of the same smeared red texture of the rest of the map.
- Interiors and underground are good.
- Towers look nice.
Base Mechanics: B
- Once again, it's Minotaur. Love it or hate it, it plays unique. And the mechanics (aside from base rape) are pretty accurately reproduced.
Potential: A
- Visions of 20 heavies are dancing in my head. It will be interesting to see how this map plays without a shocklance or cloak pack.
Bugs:
- BE sensor is inoperative.
- If the sensors were intended to be unviewable and underground, at least swap their locations so the color matches on the command map to prevent confusion. Right now the PHX sensor is beneath the BE tower and vice versa.
- The base forcefield textures don't stretch from top to bottom of the entrance, but nothing can be shot over or under them.

RAINDANCE
Probably need a changelog for the latest version of this as well. I understand there's a pod now and the rain is reduced, but I don't know what else.

SABBATH
I won't go into detail on this as the author himself said it wasn't intended to be a competition map, but rather a test map and pub map. I will say it looks nice and as much as we went into it thinking "4 rovers this is going to be ridiculous" it was fun to screw around on I must admit. It looks very, very good and has some interesting things to mess with, like neutral deployables and turrets.

STORMDANCE
Overall: B
- I like night maps.
Routes: B
- Grapple points abound.
- HO will be slow and more deliberate, T2 style. Spam could even be important here. This map will play much slower than anything in T:V as of yet.
Appearance: A
- Waterfalls, forcefields, dead trees, moss, rocky rivers, terrain variation, and even Pheonix prisoners of war. Not much else could be done here.
Base Mechanics: A
- Tower with front FF but side entrance without FF was a good idea.
- I like the flagstand, it's unique to T:V so far and looks good.
- The bases themselves are of a good size, comparable to Isle.
- Deployable counts are perhaps slightly high.
Potential: B
- I'm willing to give this map the benefit of the doubt, if only for the possible grapples possibly making up for the somewhat slower gameplay.
Bugs:
- Some of the textures inside the BE base weren't displaying for me until I got particularly close to them.

TEMERITY
Overall: A
- Probably my second favorite to Blood Veldt of the entirely new map designs.
Routes: A
- Think Harvester T2 when you look at this map. It's fairly fast, but not extremely so.
Appearance: B
- Terrain is generally good, but sometimes its hard to distinguish the hills and bowls on this map. Some slight variation might help.
- Bases are all unique designs, and look good for the most part. In the Imperial base, there's a pipe thing sticking out in the raised area at the back that I don't like though, just looks like it wasn't supposed to be there.
- The exterior of the base area is perhaps the most visually interesting, but the lake in the center is sexy too.
Base Mechanics: B
- I like the fact that the towers can be entered from the top to prevent all defense being focused on the ground entrance. Think Boss T2, but taller towers.
- The Rover is pretty far out, but that's OK.
- I'd rather have the Blood Eagle base if I ever had to turtle. You must go in and then up to see the ledges where a heavy could turtle, whereas on the Imperial base you only need to go in unless they were grappled to the ceiling of the far back part (but that's a wasted weapon slot).
- Deployable counts appear good.
- The flagstand is very Harvester T2, and I like it. I like it a lot.
- I'm not sure if no second spawn point near the generator tower was intentional or not, but I kind of like it.
Potential: A
- Experimentation with a pod or second gen inside the main base could be helpful. Aside from that this map looks like it will play well almost as is.
Bugs:
- Nothing I know of.

TUNDRA
Overall: C
- For some reason, the phrase "DBF on Ice" kept running through my head.
Routes: C
- Fast routes are probably there for everything but HO. HO will be slow, on the scale of Stormdance.
- Cap routes are pretty restricted, side to side is all thats really feasible without one big ass disc jump.
Appearance: C
- The blue... oh, the blue.
- I guess the ruins in the center provide some interesting ruins to look at on your long trip.
- The terrain however, is much less interesting. Away from the main base areas, everything gets very bland.
- The main base and tower themselves look nice.
- The hangar is cool.
Base Mechanics: C
- Way too many remote invs, although the higher deployable turret count doesn't bother me since you spawn in the hangar, away from the invs and gen, and will probably need more of them to defend the base in your absence.
- The flagstand is annoying. I don't know how anyone's going to cap off of that thing without being able to hover exactly that height above the ground on their way in. Otherwise, it will stop you every time. It's worse than Feign's, because it's so small. Like capping off of the top of a heavy or something.
- The main base interiors are fine.
- I like the neutral forcefield on the tower invs to force heavies to come in and rape instead of spam.
- Two rovers again here, just like Circuit and Dash, and just like those 2 maps, I'll have to see how it plays.
Potential: B
- Maybe a slight reduction in scale would be nice, but I don't know about this one, I'll have to see how it plays with more people first.
Bugs:
- We didn't catch any here.

VERDANT
Overall: C
- Spawning right at the flag certainly got my immediate attention.
Routes: C
- Our capper suggested that never has the probability of "pulling a banshee" been higher.
- It takes about as long as Isle to get across the map.
- The flagstand has been designed to limit caps to essentially side to side only.
- Given the flagstand's height and the angle at which you must come in from to even have line of sight of the flag, there appears to be no hills in good position to lead you there.
- At least escape routes shouldn't be a problem for e-grabbers, just fall into the big bowl and ski away.
- HO routes will probably be slightly slow.
Appearance: A
- It looks like something out of Ghost Recon.
- The sky and ground textures are all done well, and there is a good amount of detail.
- Fog distance could be slightly lower.
- The main base is really cool looking and unique.
- The towers have some unique lighting that I think I like.
Base Mechanics: C
- The main base with the neutral FFs is a good idea.
- The towers appear to be done well, even if they seem slightly pointless given their distance from everything. However, I think they are probably too close together, 1 heavy will be able to keep the other tower down with spam easily.
- Spawning this close to the flag should be reserved for maps where the offense will be coming fast and often.
- Deployable counts are fine.
Potential: C
- I'd like the flags brought closer to the bowl (and therefore closer to each other). It seems like it will either be very boring or just OK.
Bugs:
- None found.




And I'm spent.

-(D)-HP
*sigh*

the .rar pack staled at 46%~79.4mb
Honestly, I read every one of HP's posts and I have to agree with him on every map. The ones he listed where all on my list as maps which I would like to see in competition.

I would also add Gigant BTW. Very nice map indeed.
btw, no changes to gigant from the original


thanks for the issues to look at HP. i'd like to see the server with more than a half dozen people though, to really see how these maps get treated. friday night, if i'm not inebriated, we'll do a full-out PU using all the custom maps. hopefully i'll get some of the more obvious changes done to the maps by thursday, and get them uploaded to the server and a FTP for people to grab before friday afternoon.
My only issue with Fort is that it is way too D happy in that front entrance. A shield LD can easily set up a turret setup and just disc the heiaves ever so slightly out of the way so that they can't get thru the VERY slim entrances. by the time the HO kills the LD, the turrets have eaten him alive. That map is just a horrid map design. I can see having one pair of slit entrances, but two? Its horrible, esp. with how much concussion force the disks have. So this is what i propse:


1. Create a new destroyable base object that controls the back FF. Make the new B.O recieve active power from the gens and passive power from its own internal source.

Gen Up, B.O Up = FF's are Team-Friendly
Gen UP, B.O Down = FF's are Neutral
Gen Down, B.O Up = FF's are Netrual
Gen DOwn, B.O Down = FF's Off

Not only would this make the front entrance less of a hold up for HO, but it would make the map less turtle happy. This is not like blantly making the back FFs neutral either, the enemy HOs have to earn it. Balance here is how much health the new B.O has.



2. Only take away the front pair of slit entrances. This will leave only the back. If this is considered too much, then at least make their open width signficantly wider. people just make that entrance a turret happy death trap, which would be fine, but its the cheap discs that force you out of the way so you just barely can't get thru that are the killers.


3. Make the imp side equal to the BE side. There are no HO routes on the imp side that can get you to the BE base anywhere near as fast, high, or healhy as the BE side. I just ask that you make the water on the imp side alot more deeper (equal to the BE side). That is all that would make it equal.
Originally posted by: Rev_Night
3. Make the imp side equal to the BE side. There are no HO routes on the imp side that can get you to the BE base anywhere near as fast, high, or healhy as the BE side. I just ask that you make the water on the imp side alot more deeper (equal to the BE side). That is all that would make it equal.


your first two suggestions are good ones, but this one would lead to major problems. so far, we've been able to make minor changes to the retail maps. however, if i start messing with the heightmap, it begins causing "MP-FortTextures.pkg version mismatches" between your retail version of Fort and this one. i've had to stay away from heightmap editing on the retail maps because of this problem, but i'll play with the other two ideas if other people think they're good ones as well.
so many shitty maps

SUPER FUCKING LEET ROVERS of DEATH > *

HP
The forcefield issue with the bases on Minotaur was addressed but devo could not seem to fix it. He was fairly happy with just getting the whole thing to work so you couldnt shoot anything over them.
Originally posted by: Geiss
Originally posted by: Rev_Night
3. Make the imp side equal to the BE side. There are no HO routes on the imp side that can get you to the BE base anywhere near as fast, high, or healhy as the BE side. I just ask that you make the water on the imp side alot more deeper (equal to the BE side). That is all that would make it equal.


your first two suggestions are good ones, but this one would lead to major problems. so far, we've been able to make minor changes to the retail maps. however, if i start messing with the heightmap, it begins causing "MP-FortTextures.pkg version mismatches" between your retail version of Fort and this one. i've had to stay away from heightmap editing on the retail maps because of this problem, but i'll play with the other two ideas if other people think they're good ones as well.


ok, sounds good. Curious tho, would it be possible to just copy and paste everything on fort to a blank map and just change stuff there so it would be a new map? So as far as t:v is concerned, they are two completely different maps with two different .pkg's? Is this even feasible?
those mappacks dont completly download, they always stall.
Post edited by TRIvibeo at 3/2/2005 11:21:29 PM