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Hydrolysis by Maxwells Silver Hammer

Posted: Wed Apr 04, 2007 10:59 pm
by maxwells silver hammer
Its like the frankenstein's monster of my boredom that came out suprising well i think.i know the middle is crowded but i think it should flow pretty well and thats why the top and outer edge is deliberately pretty empty for more open play. the links and everything should work too. i'm totally open to suggestions though so tell me if you think anything should be tweaked or just totally revamped.

Posted: Wed Apr 04, 2007 11:07 pm
by Morfeusz_pl
Nice map! 8)

Posted: Wed Apr 04, 2007 11:18 pm
by ducktape
wow that awesome keep up the good work

Posted: Thu Apr 05, 2007 6:46 am
by Grace F
Can someone post a screenshot please :)

Posted: Thu Apr 05, 2007 11:14 am
by maxwells silver hammer
i took a few screenshots but for some reason its not letting me attach them so i'll do that once its fixed or something.

Posted: Thu Apr 05, 2007 11:38 am
by Grace F
K thanx :)

Posted: Thu Apr 05, 2007 5:11 pm
by Legolas_
Here is a screenie of this complicated map

Posted: Thu Apr 05, 2007 8:26 pm
by Red Cobra
Whoa! Very complicated. Amost too complicated. Doesn't look that playable since you don't realy get a sense of where you are. Plus you couldn't really tell where you are according to the radar since there are so many levels. But, good job on thinking the design up. It's like a peice of art, but not that much playable.

Posted: Thu Apr 05, 2007 9:35 pm
by macsforme
Red Cobra wrote:Whoa! Very complicated. Amost too complicated. Doesn't look that playable since you don't realy get a sense of where you are. Plus you couldn't really tell where you are according to the radar since there are so many levels. But, good job on thinking the design up. It's like a peice of art, but not that much playable.
Possibly so, but personally I think that remains to be seen. Might turn out to be a lot of fun... definitely worth a try, I think.

Posted: Thu Apr 05, 2007 10:16 pm
by maxwells silver hammer
ok well every time i save a screenshot, it gets saved as a bitmap file and i can't get it on here, so if anyone has any thoughts on how to fix that that would be great.
so yeah, i know it's rly complicated, and i was kind of worried about that as i made it, because i basically just did it from the middle and worked out. but i think you'll find that the way its been made, it should actually turn out to be very playable. the jumping heights have been worked out so that should be fine.
and if you look closely theres really only like 2 levels. theres the open top and then the ground with some parts raised up that you can get to, everything else is either too big to play on or is designed as ways to get from bottom to top. i was worried however about steps and stuff interrupting gameplay so thats why the teleporters are there. if anyone thinks it would be a better idea to put in more tps i could maybe work that out.

Posted: Thu Apr 05, 2007 10:17 pm
by maxwells silver hammer
also does anyone think maybe this would be better as a ctf map? 4 teams would be a bad idea i think but maybe like one red base in the middle and 4 blue bases on the sides or something. i just feel like maps like that never really work out.
i think i'd probably prefer it as ffa, but i think its going to have to be play tested and just see how it goes. if anyone interested in running something like that that'd be really cool.

Posted: Thu Apr 05, 2007 11:34 pm
by Grace F
I think it's better iff a FFA. Though you should also change it every once and a while to a CTF just to see if it gets any hits.

I don't know why it's not letting you upload a bitmap image, im pretty sure I've uploaded 1 before. Anyway 1 way around is to save your screenshots and then upload it at a place like ImageShack - after the upload completes it spits out different URL's.

I don't think it's too complicated. I do however think it may get cramped - but that IMHO would make it more fun :)

Awesome Job!

Posted: Thu Apr 05, 2007 11:54 pm
by CannonBallGuy
You should be able to convert your bitmaps to nicer files anyway, such as gifs or pngs... Try MS Paint - it has to be good for something.

screenshots-hydrolysis

Posted: Fri Apr 06, 2007 2:55 am
by maxwells silver hammer
fianlly i figured out the fine art of screenshots. check em out, i dunno if the angles are the best since its hard to show the complexities and inner workings of the whole center bit, but i hope you get the idea.

screenie 1:
http://img223.imageshack.us/img223/9850/hydosstf9.png

screenie 2:
http://img176.imageshack.us/img176/2173/hydross2er0.png

screenie 3:
http://img178.imageshack.us/img178/9425/hydross3wd4.png

oh and thanks grace for telling me about imageshack, very helpful.

Posted: Fri Apr 06, 2007 2:52 pm
by halo3
holy crap dude nice map

Posted: Fri Apr 06, 2007 4:05 pm
by ducktape
Constitution wrote:
Red Cobra wrote:Whoa! Very complicated. Amost too complicated. Doesn't look that playable since you don't realy get a sense of where you are. Plus you couldn't really tell where you are according to the radar since there are so many levels. But, good job on thinking the design up. It's like a peice of art, but not that much playable.
Possibly so, but personally I think that remains to be seen. Might turn out to be a lot of fun... definitely worth a try, I think.
I agree with Constisution; Spiral Zones didnt look playible the first time i saw it. With WINGS this could be awesome.

(Hammer: I recomend hosting with tadd ;) )

Posted: Fri Apr 06, 2007 4:32 pm
by Grace F
I recommend Tadd too :P Or anyone else as long as it's in the US :)

Posted: Sat Apr 07, 2007 2:55 pm
by ducatiwannabe
I absolutely love the artistic qualities to this map. However, without playing it, it seems that the middle could be quite difficult to navigate if you haven't played bz a lot.

It looks good - I'm just curious as to playability in some areas.

Good job.

Posted: Sat Apr 07, 2007 3:42 pm
by maxwells silver hammer
yeah i know what you mean, i did some play testing yesterday and i'm planning on doing some things to fix it up and maybe clear out the middle. like for example the tall sectioned pyramids on the outside are meant for climbing, but the platforms don't extend out far enough so it's ridiculously hard to climb them. I'm going to see what I can do about the middle, its just hard to take things out at this point without messing with the symmetry. we'll see.

adding a jump-through floor

Posted: Sat Apr 07, 2007 6:40 pm
by tadd
Maxwell....
If you have a place where you want tanks to be able to go vertical you can add a panel that is passthrough only from the bottom. If you stack a few of these together a tank can drive under the bottom one and jump several times to climb to great heights, without wings.

Attached are unix and dos versions of a bzworld fragment showing an jump-up-ladder example.

Tadd

Posted: Sat Apr 07, 2007 7:02 pm
by khazhyk
tadd
whats the difference between the two files?

Re: adding a jump-through floor

Posted: Sat Apr 07, 2007 10:44 pm
by meeba
tadd wrote:Maxwell....
If you have a place where you want tanks to be able to go vertical you can add a panel that is passthrough only from the bottom. If you stack a few of these together a tank can drive under the bottom one and jump several times to climb to great heights, without wings.

Attached are unix and dos versions of a bzworld fragment showing an jump-up-ladder example.

Tadd
Another way to do this would be two passthrough-by-bottom panels, one on the bottom, one on the top, and use a physics driver to send a tank upwards.

Posted: Sun Apr 08, 2007 12:05 am
by A Meteorite
me1 wrote:tadd
whats the difference between the two files?
The type of line endings.

Windows and *nix uses different line endings. Google it.

Posted: Sun Apr 08, 2007 7:47 am
by toms2005
beautiful map!! :shock: :shock: