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COMPLETED) (2p) Lost City

Posted: Mon 18 Nov, 2013 11:30 pm
by Blessed Spartan
Hey guys this is my final 1v1 map for this year, it took me approx a month to actually finish due to University and poop, but here it is Lost Life City. Special Thanks to Ace of Swords,Kvek, Uncle Milty,Max Ule and Indrid in completion of map. Alot of love went into it

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Download rar file:
https://drive.google.com/file/d/0B4VHIe ... sp=sharing

Download Exe File:
https://drive.google.com/file/d/0B4VHIe ... sp=sharing
LC Read me : https://drive.google.com/file/d/0B43LAj ... sp=sharing

This is still in beta and needs testing, feedback is more then welcome !!!

1.0 - beta Release
1.0.1 - Changed the wearabouts of the teleporters so that the map is far more accesable in the early game, also chaged the title a bit so that it can be seen should read (2) Lost City
1.0.2- Made some Visual Updates, changed the name again derp, should display correctly. ( I am currently wondering whether to change the positions of the Vic points from 3 center to 1 center 2 top either side, or 3 top Let me know what you think
1.0.3- moved the victory points around so that one is in the puddle and the other 2 has been swapped with the req point. Teleporters removed (for now)
1.0.4- Added a space in the name so it can be found in game, was appearing underneath other maps before
1.0.5 - changed some visual errors and placement of requistion points
1.0.6- changed some visual errors once again, inclduing scrolling of clouds, made the distance of requisition points closer, and top req points less natural.

Remember put the maps in programe Files x86 steam, steamapps common dow2retribution elite beta data maps pvp

Re: (2p)Lost City

Posted: Tue 19 Nov, 2013 2:03 am
by Uncle Milty
yo,

i've played a test game on this map and first of all i have to say that it really looks awesome and it sure does feel awesome. Great atmosphere and some cool details.
But there are some things that bug me out o.o

It seems a lil bit unlucky that the standard camera position when playing is getting compromised by some optical details like big trees or walls.
And why are there these power supply thingies for the VPs? Why does every player have some kind of webway gate to shortcut across the map? I mean.. sure, the map is kinda large, but there are known issues with gates and its kinda strange to use gates as non-eldar.. moreover it kinda screws with 1v1 balance if you can travel quickly across the map like this.

I guess you were experimenting with some features that normal 1v1 maps dont have?

- edit -
the loading screen is more than bugged B)

Re: (2p)Lost City

Posted: Tue 19 Nov, 2013 6:30 am
by MaxPower
Hiho,

everyone should know bye now that I'm only talking about visuals, so yeah, don't know how the map plays or anything. But I do know that u should add some more details to the map.

Let me show u the things u should work on/improve:

First of all u should add way more splats. U should also paint some green textures on all the parts of the map that are covered in grass. Use more different grasses (which makes it look more realistic). Also add more splines.

let me show u how u should change the grass sections:

Ur version:
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How I would change it:
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Image<- final version

Whats with the bridge not being connected to the actual ground?
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This looks too barren, add splines and objects and splats, use more textures and make them blend together.
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Whats the purpose of the floating tunnel? Or why is it there to begin with?
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I hope that I could help you improve your map on the visual front. :)

Re: (2p)Lost City

Posted: Tue 19 Nov, 2013 1:20 pm
by Blessed Spartan
Uncle Milty wrote:yo,

i've played a test game on this map and first of all i have to say that it really looks awesome and it sure does feel awesome. Great atmosphere and some cool details.
But there are some things that bug me out o.o


And why are there these power supply thingies for the VPs? Why does every player have some kind of webway gate to shortcut across the map? I mean.. sure, the map is kinda large, but there are known issues with gates and its kinda strange to use gates as non-eldar.. moreover it kinda screws with 1v1 balance if you can travel quickly across the map like this.

I guess you were experimenting with some features that normal 1v1 maps dont have?

- edit -
the loading screen is more than bugged B)


Thanks for the feedback bro much appricated, heres some reasoning behind the design

1. The reasoning behind the destructible VP's is to ensure that holding a victory point is now even more important. It's a form of denying, say for example a player is losing to vp's rather than capping or decapping a point they can now deny their opponent an advantage by delaying the VP countdown. I am experimenting really but that's the thought process behind it.

2. Gates are a very interesting mechanic, they allow players to manoeuvre around the battlefield very quickly as you've said, however the player attack the natural power now has a choice, commit to destroying the enemy generators, or slow their maneuverability by destroying the Webway. Lastly for visual perspective the map is based around an Eldar assault on a Meriden City and the gates are still active.

at the moment im aiming to be innovative with the level design making them more interesting to play. I hope that answers some questions. Lastly im still working on the background portrait and imagery so stick with me.

Re: (2p)Lost City

Posted: Tue 19 Nov, 2013 1:40 pm
by Blessed Spartan
MaxPower wrote:Hiho,

everyone should know bye now that I'm only talking about visuals, so yeah, don't know how the map plays or anything. But I do know that u should add some more details to the map.

Let me show u the things u should work on/improve:

First of all u should add way more splats. U should also paint some green textures on all the parts of the map that are covered in grass. Use more different grasses (which makes it look more realistic). Also add more splines.

I hope that I could help you improve your map on the visual front. :)


Thanks alot dude the pictures were really helpful, on pointing things out that i didnt notice.

Re: (UPDATED AGAIN!!) (2p) Lost City

Posted: Fri 22 Nov, 2013 1:11 pm
by Indrid
Visual

I quite like the general aesthetic and atmosphere.

The cloud shadows are moving way too fast for my liking which looks unnatural. I guess you can't account for the weather systems on far away worlds though.

As Max said, the use of some of the flora looks unnatural particularly the vast swathes of grass.

You have surrounded the HQs with walls. They are support walls though; designed to be up against terrain ("supporting" it). The textures on the back side of many such walls are therefore horrifically bad since you shouldn't see them. You have yours free-standing though so you can, you should either double them up - placing two of them back-to-back, or use another free-standing wall. You also seemed to have sections of support wall not really attached to anything, which is a bit of an eye-sore.

In regards to the above, you have lined the north of the map with the same support walls up against the border terrain, but they are all facing the wrong way with the ugly back-texture facing the players.

Also, support walls are typically not LoS blockers for obvious reasons. Not sure if the ones you used are or not but it's something you should check if you haven't already taken it into account with blockers.

A few of the crack/crater splats in the mid are low-res, a particular bug-bear of mine. You should never use splats above their optimal resolution IMO, and with certain splats even that can look nasty.

Balance/Playability

In general I think it looks good. I think a lot of the 1v1 maps we have are nice though and nobody ever plays them.

The walled off HQs seem quite nice but are just asking to have a turret placed in front of them after a bad engagement for the turreted player.

The two natural req points for each player seem perhaps overly natural. One very natural req is fine but you typically don't want two like that.

The VPs being able to be disabled is a cool idea, but it seems very expensive to repair them (200/25). Could lead to constant bashing of the natural VPs by a more mobile opponent which will be even more demoralising than de-capping given the cost. Perhaps make only the contested VP in mid destroyable, though I'm not entirely sure why anyone would choose to destroy it. I am assuming the cost is hard-coded.

And so....

All in all, a very good effort and with some minor tweaks and perhaps a re-thinking of the VP situation I could see it being added in. Good job!

Re: (UPDATED AGAIN!!) (2p) Lost City

Posted: Fri 22 Nov, 2013 1:19 pm
by Lulgrim
Indrid wrote:In general I think it looks good. I think a lot of the 1v1 maps we have a nice though and nobody ever plays them.

I'll throw a Rare Maps Tournament where you can only play non-retail maps?

Re: (UPDATED AGAIN!!) (2p) Lost City

Posted: Fri 22 Nov, 2013 1:46 pm
by Dark Riku
Lulgrim wrote:I'll throw a Rare Maps Tournament where you can only play non-retail maps?
That would be major luls in which I wanna participate :p