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DaxFlowLyfe
11-26-2008, 08:33 AM
Myself and AMPPPPP already forged this map around a month ago, but recently im thinking, why not release the sketchup design on here for feedback, and any suggestions for changes that could be made before release.

Currently its a 2 Base, relatively small map thats CQB.

http://f4lproductions.com/pictures/2base.jpg


leave feedback on how any of you would see this changed to be more functional.
Also keep in mind, theres extra jump ups weve created on the forged version for bases & middle and such.

Comments should be revolving around design concept and certain things youd change. Ive been thinking of behind the base ally somehow.



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EDIT

I opened a back alley & a doorway in the middle structure.

http://f4lproductions.com/pictures/2base2.jpg

Heres a closeup of a base
http://f4lproductions.com/pictures/2base3.jpg

http://www.daxsnake.ho8.com/pictures/2base4.jpg

tkforgiven
11-26-2008, 10:05 AM
On the big wall (looks like a Y in arial view), make a "os runway" like the pit maybe to get flanking from both sides of the map.

UnknOWNBAMF
11-26-2008, 12:49 PM
this map reminds me much of salots old-ass map fraction. just the layout and some elements.
unfortunately i've been without a power brick for my xbox now for almost 7 months. and ive been carefree to choose to buy another one but i will friday ( guess why :] ). anyway i still browse this forum daily and if you need credentials since I don't know you, ask any of the top tier names in this forum they know who I am.. anyway for feedback, why not replicate an OS hallway from the pit itself and connect the two corners in the bases that have angles?

StrikerForce
11-30-2008, 02:09 AM
This map looks pretty sick.. do you by any chance have a link to where I could download it?

Chance.
11-30-2008, 11:05 AM
I would not forsee this map working for flag and here is why
The location of the bases will not work for ctf because of the two entrances throug the hall. This map will be a victim of the same problems that whirlpool had in that the bases are too easy to get two because of the long hall. People just simply run through that hall every time because it is the fastest way to get to the flag. Now you say, just delete long hall.that wont work because horrid spawn trapping will result because of high tower and middle bridge. Therefore, generally,bases should mostly be put on opposite end of a map and be difficult to get to.the only map that I have seen do this right is Goliath, simply because of the strength and inentives of courtyard. If you have any further questions, pm me.
In short bases should not only be complicated, but made challenging to get to by map geometry.
Also, it seems as though that the dumpsters are the only way into the bases, add more

2AMPd
11-30-2008, 05:59 PM
I would not forsee this map working for flag and here is why
The location of the bases will not work for ctf because of the two entrances throug the hall. This map will be a victim of the same problems that whirlpool had in that the bases are too easy to get two because of the long hall. People just simply run through that hall every time because it is the fastest way to get to the flag. Now you say, just delete long hall.that wont work because horrid spawn trapping will result because of high tower and middle bridge. Therefore, generally,bases should mostly be put on opposite end of a map and be difficult to get to.the only map that I have seen do this right is Goliath, simply because of the strength and inentives of courtyard. If you have any further questions, pm me.
In short bases should not only be complicated, but made challenging to get to by map geometry.
Also, it seems as though that the dumpsters are the only way into the bases, add more
Yea, it was intended for CTF due to all those things you have mentioned. Slayer and Ball are wht I can see it working with, It's set up for KOTH, but I don't think it would be good.

DaxFlowLyfe
12-01-2008, 08:53 AM
look at the closeups of the bases.

Theres more than one entrance.