The Fifth
The Fifth
Ok, my first public map. It is nothing special. You can make up your own reason why I am calling this the 5th, but it is not my 5th map.
It does have a theme, but only in my mind. For the most part, this is a simple map to navigate. The tight packing of levels make GM'ers work for their kills. Laser maestros will find themselves in wonderland, but with limited richo kills. ST'ers have small places to hide, but they should only dominate if their skills allow them.
On the Koba scale: 3.5 out of 5......the lack of rats/castles/stonehenge make the map a little mundane.
If someone does decide to host this map, please PM me, as I would like to observe.
Cheers.
It does have a theme, but only in my mind. For the most part, this is a simple map to navigate. The tight packing of levels make GM'ers work for their kills. Laser maestros will find themselves in wonderland, but with limited richo kills. ST'ers have small places to hide, but they should only dominate if their skills allow them.
On the Koba scale: 3.5 out of 5......the lack of rats/castles/stonehenge make the map a little mundane.
If someone does decide to host this map, please PM me, as I would like to observe.
Cheers.
- Attachments
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- Fifth.map
- The Fifth : Koba's First Public Map
- (31.19 KiB) Downloaded 350 times
.........you kids, get out of my tank...........
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Koba, interesting map.
It is kinda the same thing over and over again, but it is still fun. Anything that's better than a random map is worth creating. Thanks for posting it.
For some help, I'd suggest playing the map and trying to make jumps that appear as if they are attainable. If it looks like you can make the jump, you should. That's how I design maps. Some of your jumps look like you can map them, but fall just a little short. Try to make these gaps a little closer.
Same goes for jumps too close. Don't make it too easy to jump to the next platform, or newbies players might "overjump".
It also depends who your target audience is. If it is for everyone, making the jumps work smoother is advised. If it is geared towards veteran players, then mix up the jumps a bit and make most jumps between 16-17.75 Z units apart. For newbies, make most jumps 12-15 Z units apart.
So, the reason behind the "5th" name? My guess... either you named it because you take the 5th Amendment on telling us the reason behind the name, or you drank a 5th of some liquor while you were designing it.
It is kinda the same thing over and over again, but it is still fun. Anything that's better than a random map is worth creating. Thanks for posting it.
For some help, I'd suggest playing the map and trying to make jumps that appear as if they are attainable. If it looks like you can make the jump, you should. That's how I design maps. Some of your jumps look like you can map them, but fall just a little short. Try to make these gaps a little closer.
Same goes for jumps too close. Don't make it too easy to jump to the next platform, or newbies players might "overjump".
It also depends who your target audience is. If it is for everyone, making the jumps work smoother is advised. If it is geared towards veteran players, then mix up the jumps a bit and make most jumps between 16-17.75 Z units apart. For newbies, make most jumps 12-15 Z units apart.
So, the reason behind the "5th" name? My guess... either you named it because you take the 5th Amendment on telling us the reason behind the name, or you drank a 5th of some liquor while you were designing it.
protected object myTank(){
foreach(noob in this.game){return frag(noob);}}
foreach(noob in this.game){return frag(noob);}}
It was the 5th bottle .....the map give to you a some kind of optical illusion.....
DD wrote:
DD wrote:
Why not ........the sharks waiting you on the ground floorSame goes for jumps too close. Don't make it too easy to jump to the next platform, or newbies players might "overjump
Last edited by SGI on Wed Jul 16, 2003 6:36 pm, edited 2 times in total.
Thanks for the feedback. After playing last night with no flags, which was interesting, there are some points that came to light that need to be cleared up. The map did appear to be spawn friendly, which I am happy about. Since there werent any flags, the camper factor was hard to determine.
Couple of improvements:
1. need to open up a couple areas, driving is a little tight.
2. need to create a couple rebound walls on the various levels. right now, most shots travel straight on the upper levels. Which, if this was 1.9, most of the upper pyramids would have been solid anyhow.
3. some sort of key feature to help figure out where the heck I am on the map. when the map maker gets lost on his own map, its rough.
4. couple key blocks need to be moved/removed.
overall, i am dropping my rating of the map to 3.2. The richo action is nice, but is over done.
(dukot, my target audience is me. )
Couple of improvements:
1. need to open up a couple areas, driving is a little tight.
2. need to create a couple rebound walls on the various levels. right now, most shots travel straight on the upper levels. Which, if this was 1.9, most of the upper pyramids would have been solid anyhow.
3. some sort of key feature to help figure out where the heck I am on the map. when the map maker gets lost on his own map, its rough.
4. couple key blocks need to be moved/removed.
overall, i am dropping my rating of the map to 3.2. The richo action is nice, but is over done.
(dukot, my target audience is me. )
.........you kids, get out of my tank...........
- Merry
- Private First Class
- Posts: 208
- Joined: Mon Apr 14, 2003 11:58 pm
- Location: Next your gonna ask for my address!
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I'll put my map on. So you can see how I'm doing...and maybe give some advice.
Here it is, my beauty:
Here it is, my beauty:
- Attachments
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- Merry5.map
- Lot of ST hiding places. Goes really high. It's going to be ST paradise, and OO paradise.
- (4.82 KiB) Downloaded 338 times
The secret to flying is to throw yourself at the ground and miss.