[WIP] Fortification Contest - Paramount
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Hello everyone! I hope it’s not to late to enroll for the contest, I couldn’t make it to the first deadline.
Here is my map Paramount which is to be a quick team objective map with only three objectives:
- Push two Carts in order to get leverage onto stable roofs and unlock paths over the castle walls.
- Siege the castle and open the Drawbridge.
- Slay the king.
Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=276444730
After the carts have been pushed to their locations a ship with a ramp, working as a temporar bridge will come sailing into the bay, inspired by the Xerxes bridge.
The map have almost reached a playable state and I hope to get it up and running on the servers as soon as possible.
OVERVIEW
TOPDOWN (Paths)
**TOPDOWN (Explanation)
**This explanation is a little out-dated in terms of layout but most things are the same.THRONE ROOM
CASTLE ENTRANCE HALL (Floor 2)
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Looks really impressive :D
I’ll be excited to try it when I can
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great! another amazing castle :)
thanks and keep up the progres!
btw I saw your question in SDK super user base forum
but I don’t know much about AI and no idea how to make bots jump
though when you place “aplles” and there is required jump after building paths if it conects with purple line
bots should automaticaly jump or sth like thatso hope u will get it to work
I have to check castle one day
look realy good :)
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Thanks for the replies! :D
Yeah it’s a bit of a tricky questionmark for me right now, my last resort would be high priority pathnodes ending on jump pads from the Unreal Tournament xD
Hopefully I will get to the bot testing by next week, we will see!
Thanks again!
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Did some work on the interior today!
Think I’ll make it!
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Make sure to post your workshop link in the thread once its up and running.
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I will definitely, thanks Lucas! :)
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Here’s the link to my map:
http://steamcommunity.com/sharedfiles/filedetails/?id=276444730
I hope I will get enough things done to have it playable by tomorrow. If not, oh well! I had fun at least!
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Here are some screenshots from the version handed in on the deadline:
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Looks pretty nice, somewhat generic objectives but that doesn’t matter as long as it’s well balanced.
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Thanks!
Yes I know they are generic and I simply didn’t have enough time to do something complicated. Hell I don’t even know if it’s balanced, I was barely able to get it playable in time!
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Looks pretty nice, somewhat generic objectives but that doesn’t matter as long as it’s well balanced.
I’d say so long as it’s fun. Gameplay can be unbalanced and still fun :)
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Should we be using v1 or v3?
Please include the correct map name in the original post.
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V1 has a completely impossible objective in that the attackes have to pull something that’s in a tiny room right next to defenders spawn. The room only has a single point of entry and is impossible to break into.
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Map: Paramount
Visual: Looks okay overall, but lots of objects in the town are floating off the ground.
Balance [Offense]: 1st objective favors offense a lot; Theres 2 objectives and neither resets when stopped, pushing from one side to the other will easily get the carts across without issues (Such as if defense stacks one side, push the other, they head over, push the other). Small hallway on 2nd objective leaves for terrible fights.
Bugs: Can get out of the objective areas in several locations
1. Behind offense spawn: http://i1148.photobucket.com/albums/o577/amishinsurgent/2014-07-04_00011_zpsbdbabf49.jpg (Will take me completely out of the map)
2. On side docks: http://i1148.photobucket.com/albums/o577/amishinsurgent/2014-07-04_00014_zps9588fe16.jpg (Will take me completely out of the map)
3. On rocks infront of castle from the boats http://s1148.photobucket.com/user/amishinsurgent/media/2014-07-04_00015_zps7b8609bc.jpg.html?sort=3&o=11 (this one doesnt actually take you anywhere far though)Opinion: Needs a lot of work
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Hello there! I’m sorry for not responding very quickly, you should use v1. Version 3 got borked somehow.
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V1 has a completely impossible objective in that the attackes have to pull something that’s in a tiny room right next to defenders spawn. The room only has a single point of entry and is impossible to break into.
Thanks a lot for your input, I haven’t been able to playtest the map so this is very good information to me, I will look into it! I was worried for this but wasn’t sure how it would play out with respawn timers. Once again, thanks!
Map: Paramount
Visual: Looks okay overall, but lots of objects in the town are floating off the ground.
Balance [Offense]: 1st objective favors offense a lot; Theres 2 objectives and neither resets when stopped, pushing from one side to the other will easily get the carts across without issues (Such as if defense stacks one side, push the other, they head over, push the other). Small hallway on 2nd objective leaves for terrible fights.
Bugs: Can get out of the objective areas in several locations
1. Behind offense spawn: http://i1148.photobucket.com/albums/o577/amishinsurgent/2014-07-04_00011_zpsbdbabf49.jpg (Will take me completely out of the map)
2. On side docks: http://i1148.photobucket.com/albums/o577/amishinsurgent/2014-07-04_00014_zps9588fe16.jpg (Will take me completely out of the map)
3. On rocks infront of castle from the boats http://s1148.photobucket.com/user/amishinsurgent/media/2014-07-04_00015_zps7b8609bc.jpg.html?sort=3&o=11 (this one doesnt actually take you anywhere far though)Opinion: Needs a lot of work
Thanks a lot for this!
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Hi, some quick feedback,
The layout of your designs are much better than the current layout, and I hope the changes will fix some problems, just make sure that all spawns are inaccessible.
-The cart wheels need animations, as does the crank for the drawbridge
-The pushboxes for the carts feel a bit small, compare them to the stock carts
-The hud for the crank seems to be broken, but it may just be me
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Hello again!
Thanks a lot for the feedback Skindiacus! I will definitely lok into all those things.
Some updates here:
- Blocked/Removed the spots where you could go outside the objective areas.
- Added various sounds.
- Spawn forwarding now works correctly.
- Added a second entrance to the Drawbridge mechanism room. (See image.)
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Nice fast update, will be sure to test this map out tonight and let you know how it goes.