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Messages - Shreds1

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Other Stuff / old song i made
« on: June 15, 2012, 09:37:13 PM »
talking about it in irc

forum attachment won't work... oh well

2
Mapping / Re: QA of maps
« on: September 27, 2008, 01:47:18 PM »
whoa, I forgot about tf. That map shouldnt exist.
And Jit, I see your post, read it, but no one listens. I went to play the game again and couldnt take the rotation

3
A 2v2 is a nice scrimmage, or something for bragging rights. taking 2 members of a clan does NOT show how good that clan is.

A 3v3 is as small as a match should ever be. Even with only 3 members of a clan, it still is not how well the clan works together.

A 4v4+ is what a proper match size should be. You NEED teamwork. You can assign positions, attackers, defenders, mid grounders. You can really work the strategy built into a map this way.

Taking my way back machine to when I lead Rust, we stopped accepting 2v2's after realizing this.
http://home1.stofanet.dk/berre/Rust/ <-- haha. that still exists?

But, matches need to be 4v4 or more to really push your clan as a team game.

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Mapping / QA of maps
« on: September 27, 2008, 09:55:55 AM »
Well, Digitalpaint never changes over the years. There still lacks a quality testing process of maps and which of those maps make it onto server rotations.

Mappers... listen... This game has been around for a very long time now as far as FPS gaming goes. 10 years, and maps are still being made to the quality of what would be a beta of maps. Compete with other mappers to make the best maps. Rate your maps in several categories.

Gameplay
Visual
Originality
Replay Value
Strategic Value
Overall

Have 7 other people and yourself test the map on a private server for a while. Critique the maps flaws, enhance whats right. Map the map in stages, not a giant "hope this works" mess.

It's always exciting to get a new map out there. My first map was a mess. My second map looked nice, but the game play was slow and people had more fun climbing a tree then trying to win. My third map was pretty and had some originality to it in design. However... while the map was in a figure 8, the layout was so confusing with coils and ups and downs that people just ended up in their own base over and over. I also forgot to add strategy to the map. My 4th map in design, never released, had great looks, fast pace and strategic areas, and much more friendly and thought out.

It took me 4 maps to get it right. Please, take your time when designing and do plenty of testing. Make the map plays amazing and make it look twice as amazing. No one is playing this game on a voodoo 2 card anymore. The lowest end card can handle anything you throw into a map (within reason and with a full compile). Learn the editor you are using. Use the vertex shifting. Line your textures up. Add in enough guns, balanced between good and bad.  There is a lot to mapping. It's art and skill rolled up with patience and testing. Please, do it right.

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