View Full Version : testing
Sliver-Rako
01-19-2010, 22:15
Im in the middle of testing maps for a campaign im doing but there is one map thats giving me abit of a hard time i like the map and dont really wanna get rid of it ...i was wondering if anyone would test it and see what they think of the map thanks.
the_Fifth_Horseman
01-19-2010, 23:45
Where's the .map file?
Sliver-Rako
01-20-2010, 00:13
woops
Igginator
01-20-2010, 09:42
ok i will test it for you, give me some time, downloading now
Igginator
01-20-2010, 11:29
ok my first impression when i saw the briefing was 'are you serious...' when i saw how many doors i had to seal. Then i began playing and realised that its all one corridor and that meant no tactics watsoever so it was just luck right from the start all the way to the end. i lost one squad right near the end at the top and the bottom squad sealed all theres....so i wouldve had to go right back around the whole map just to close the other doors....and the enemy spawning just continued! it was rediculous from the beginning right through to when i quit. definatly needs improvement and actual rooms to cross fire etc.
Sliver-Rako
01-20-2010, 11:37
yea was thinking along them lines myself thanks i'll sort something out with it thanks for the info
Orgetorix
01-20-2010, 19:13
I played it through three times and beat it twice, but it's a tough mission. Igg is pretty well dead on the money, there really is no tactics to it, it's just a push down one long corridor with a lot of corners. You basically force us to lead with the Assault Cannon and by the time you reach the first set of doors down the corridor you've already burned most of its ammo.
The flamers are next to worthless, with those 2 doors on the backside of the spawn they are lagging behind for awhile. There is no room to change order till later so it's just an attrition fest. You move forward and hope you roll well.
You could improve the map and make it more playable, first thing is remove the enemy spawns on the backside of the player spawns. Turn the map into a circle instead of a line. Make the multiple Door sections into rooms, at least 2 squares wide. Try backing the multiple doors back to back. Add some rooms on the corridor leading up to the multiple door sections on both side. Mainly just open the map up and add a chance to split your squads and set-up some crossfires. Make the map 2 dimensional instead of 1 dimensional.
I did have fun using all Claws, this is one of the few maps I've played where claws really are an advantage. Maybe tonight if I'm bored I'll rip it apart and try my hand at making it more playable then post it.
Igginator
01-21-2010, 06:32
U gave me an idea....circle map like an arena of some sort :P
Orgetorix
01-21-2010, 07:54
U gave me an idea....circle map like an arena of some sort :P
lol, that's basically what I just did. I was going to try to improve his map, but I just ended up starting out from scratch. Here's my interpretation of the thousand doors of hell.
Silver if you want to toss this map in your campaign it's all yours. Do whatever you want to it, and with it.
Igginator
01-22-2010, 05:18
Org, that is epic....one tip for all, DO NOT TRY IT WITH CLAWS :P as soon as them middle spawns points open up your a gonna, so i say go for them first
Orgetorix
01-22-2010, 06:06
Org, that is epic....one tip for all, DO NOT TRY IT WITH CLAWS :P as soon as them middle spawns points open up your a gonna, so i say go for them first
Glad you liked it :)
The first version had 4 more doors and was just too much without another squad. After I revised it, I was able to beat it the first time around with just 3 losses. I pushed the first 2 guys north and south, then brought the 3rd guys inline straight through to the middle room and put them on OW right in the middle doorways, then sent 2 man teams to close the perimeter doors. Once you get all the perimeter doors closed it's just a matter of getting everyone in the center doorways on OW with enough cover to get 2 guys to close the doors on either the top or bottom. Once you get one side closed then it's just a matter of pushing the spawning steelers back while you get 2 more guys in position to close the remaining doors.
I think it turned out great for my first map. Here's a copy of the original version, if you can beat it without Assault Cannon's and unlimited ammo, you're better than I am, lol.
Sliver-Rako
09-30-2010, 02:55
i've been gone to long damn my computer dying like that :'( anyways if its still ok i'll use that map in my new campaign.
Orgetorix
10-27-2010, 02:52
Permission granted.
Sliver-Rako
10-28-2010, 02:01
Thanks I'll try to put it to good use :)
Orgetorix
10-29-2010, 18:45
Thanks I'll try to put it to good use :)
No problem, I was going to make a couple more missions, but I can't find the time or motivation to do so. All my free time is occupied studing, and I've only played AA once in the last couple of months. Though I do have to say that your last campaign turned out pretty good. I haven't finished it, but the couple missions that I did play, played pretty well. Only advice I would give you is to make the map layouts a little more open. Otherwise you did really good :thumbsup:
Sliver-Rako
10-29-2010, 21:59
Thanks for the feedback I'm glad you like it :) hopefully my map making skills will get better in time, but yeah I was thinking the map layout was abit in closed but I'll work on it and we'll see how it goes.
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