What does a duel map need? |
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BuMrUsH ![]() Godlike Member ![]() ![]() Joined: 26 Feb 2009 Location: New Orleans Online Status: Offline Posts: 1810 |
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No? I never said coret or deimos are excellent maps? yeah those are the least played and are trash but I'll play it because no one plays them. I wouldnt add a second tunnel, shield belt, and jumpboots in coret so it can be playable..thats not going to make it better. Its fine like it is. stop complaining about it and just adapt to it and play it like you play that map everyday. the best thing you could do completely wipe the map or not play it just like what people do. And clearly I KNOW it isnt a guranteed victory because I beat people who have them alll the time but when I experienced it and for the time I was the headphone guy against tv sound guy..I was whooping everys ass in the room with ease. No struggle. I never got snucked up on, suprised, killed in the back, I had eyes 360 vision all around me. Not every stock map is perfect but I had to play on them to get perfect so I dont complain. You see I bash it all the time and I think its one of the least fun modes but you catch me playing in a room all the time. I adapted. I got better at the **** I dont like. while everyone else loses and complains about it.
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PSN:Imaginative
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ax412 ![]() Team iAM ![]() ![]() Duel Champ Joined: 29 Jan 2009 Location: Cali Online Status: Offline Posts: 4833 |
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Well same here, heatray is a garbage map. Doesn't mean I suck at it.
And tbh Idk how you broke your headphones so fast smh. |
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BuMrUsH ![]() Godlike Member ![]() ![]() Joined: 26 Feb 2009 Location: New Orleans Online Status: Offline Posts: 1810 |
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[QUOTE=ax412]Well same here, heatray is a garbage map. Doesn't mean I suck at it.
And tbh Idk how you broke your headphones so fast smh.[QUOTE/] first time they cracked on my head..i glued it back..second time..you cant hear anything out the left ear. |
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PSN:Imaginative
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Darkn3ss ![]() Team Devil ![]() ![]() Joined: 02 Apr 2011 Location: Holland Online Status: Offline Posts: 2933 |
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Yo thx bum, but i just want people to play my map instead of playing dem damn stock maps over and over. thats why i was askin what people would like to see in a level. sh1t has no change. its always same map, same weapon. You start with an enforcer, and go straight to the flak, to try and get the ezy kills. (:P) but yea, ill always do stuff my way, but i just need some input in what people like in a good duel map.
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SIZZLE ![]() Team oOPS ![]() I'm your huckle berry Joined: 01 Jun 2009 Online Status: Offline Posts: 1352 |
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DAM... i couldn't agree more with all of that... especially about stacking up and turning up those hp's! loooooool duelers are good, but they do always want to have an advantage... take the extra health&armor and hp's away, and they're not nearly as dominant... i frag just fine against Associate & Terror in vctf on EU... in duel on EU they would both kick my ass though, because i just frag without worry'n bout the extra's too much and i don't use sound... thats how duel is though so you either love it or hate it... i just don't play it at all |
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sHoCkD_Yo_aSs is a novice bot
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Iuckshot ![]() Godlike Member ![]() Joined: 17 Apr 2010 Online Status: Offline Posts: 1220 |
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That's why I never play vehicle ctf, people getting jumpboots, health and vehicles is just stupid. The people using those wouldn't be nearly as dominant if everyone just went on foot. In fact, even getting a weapon gives an unfair advantage - not to mention any map that isn't just a floor, because of positioning advantages.
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Phenethylamine ![]() Godlike Member ![]() ![]() Joined: 31 May 2011 Location: United States Online Status: Offline Posts: 2046 |
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no one tries in vctf, thats why they're easy to kill lol
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SIZZLE ![]() Team oOPS ![]() I'm your huckle berry Joined: 01 Jun 2009 Online Status: Offline Posts: 1352 |
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thats bs Peng... people don't just let you kill them "in any mode" :) they'll fight hard to stay alive every single time... they just don't always have a belt or keg in vctf so its a LOT easier to frag them
Dro your just troll'n :) |
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Pinnacle ![]() Forum Moderator ![]() Joined: 14 Dec 2008 Location: Dogtown, CA Online Status: Offline Posts: 2510 |
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A duel map needs vehicles.
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SIZZLE ![]() Team oOPS ![]() I'm your huckle berry Joined: 01 Jun 2009 Online Status: Offline Posts: 1352 |
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lol just a tank Pinn
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sHoCkD_Yo_aSs is a novice bot
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Sapient ![]() Member ![]() ![]() Joined: 23 Dec 2010 Location: MA Online Status: Offline Posts: 44 |
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BUM is right Heatray_LE is absolute garbage. U-Damage right in the middle and on top of a spawn point = DUMB. Jumpboots stupid. Ramps and lift are ridiculous. If the creator just removed the Darkwalker, moved the shield belt to central location, and corrected the spawning issue the map would have be great.
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Nova ![]() Ultra Member ![]() ![]() Joined: 04 May 2009 Location: Lewistown, PA Online Status: Offline Posts: 549 |
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As someone who plays different maps almost everyday, I can hint you out some things to avoid making a "so-so" or even "bad" duel map. As far as pickups go; Health: There should only be 3-4 Health pickups in a small 2-4 players map Viles should be placed around smaller armors and not around health pickups. Perhaps even weapons. Armor: There should be 2-3 pieces of armor in the map, depending on how the map is laid out. 3 is preferred, though. There should always be a shield belt, unless the map is very small. Always keep the armors distant from each other to keep map balance. Ammo: Should be spread out. Try to keep one or two pieces of ammo beside the actual weapon. Put 3-4 ammo pieces of each weapon in the map. Weapons: Never put preferred weapons(Rocket Launcher, Flak Cannon, Shock Rifle) beside each other or beside an armor. They should be spread out throughout the map. Spawns: Spawns should be about 8-10. Avoid spawns beside armors. Best to place spawns behind a wall to avoid easy spawn kills. Heightlayers: Three is the most common for UT3. If four is involved, try to include jumpboots for easy access to high layers. But three is the best for UT3. Flow: Should be an easy and movable flow. Be sure to not include corners in the map where players get easily stuck. Lifts should not be overused, as the map will be floaty. There should be multiple access to EVERY SPOT ON THE MAP!!! Shield belt shouldn't have one direction to it, it should have 2-3, and also vulnerability to be taken damage at. Hitscan: Avoid "Large" hitscan areas. What I mean by this is that the players shouldn't see the other side of the map from literally, the other end. A lot of the geometry and walls should cover up areas so shooting the player from the other end of the map can be avoided. MAPS THAT HAVE MAJOR HITSCAN ISSUES: Devolve: I can't tell you how much I hate this specific problem. The spot where the helmet is, is in plain sight where the 50 armor is! The players shouldn't see each other from that far of a distance! Sentinel: Too much hitscan from the belt. Causes camping issues. Bonesc****r: There are "spaces" on the map where players can pick each other off easily between the spaces of walls structures. It's okay to have hitscan in areas of the map, but NOT from the entire map! be sure not to have it so you can see the other end of the map. It causes a large amount of imbalance. |
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Darkn3ss ![]() Team Devil ![]() ![]() Joined: 02 Apr 2011 Location: Holland Online Status: Offline Posts: 2933 |
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Thanks for that comment Nova. That pretty much covered it.
Can I send you some pics for feedback purposes of the layout itself? That would really help. Your maps >
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Nova ![]() Ultra Member ![]() ![]() Joined: 04 May 2009 Location: Lewistown, PA Online Status: Offline Posts: 549 |
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PM them to me, or email them to me at dallaswalls22@gmail.com
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Darkn3ss ![]() Team Devil ![]() ![]() Joined: 02 Apr 2011 Location: Holland Online Status: Offline Posts: 2933 |
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Aigh man will do.
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