my fist one, pillars.vxl

The level/layout/play area.
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Oldow
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hey guys, I submit my first map for constructive criticism, advice and maybe for use on servers of course.

Screens:

Image

Image

Image

Image
pillars.vxl
this is the map
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Jdrew
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wow good job! You did really great from these pics and I see a good future for you man but could you make a vid so we see the full map maybe?
Conduit
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Ehh, I could see that an easy one two greifing could destroy the lone element of this map.
Sasquatch
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Conduit wrote:
Ehh, I could see that an easy one two greifing could destroy the lone element of this map.
Griefing will destroy any map.

But I understand his point. These have a great design but over all it's kinda empty.
Oldow
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regarding the griefers, yeah I know, I tried to make the bridge strong, but it probably is not enough (but also griefed, the map should play well).
About the emptiness, I do not really know, what to do now. Probably some coloring, I thought a nice fountain - monument thing in the middle of the square might be nice. Will look into that definitelly, but I do not want to add too much things, since like it is I imagine the map will prompt building (also notice that the most liked maps in AoS are simpple).

I might do a video later, but the logic is simple: there are platforms on pillars, surrounding a square in the middle, connected by bridges through the central tower accesible also on ground level. You can get through the tower up, you can use it as cover to shoot into pillar galery. Ideally, I would make the water damage health, but will have to look into how to do these details.
Sasquatch
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Oldow wrote:
About the emptiness, I do not really know, what to do now. Probably some coloring, I thought a nice fountain - monument thing in the middle of the square might be nice.
That sounds good. Making maps takes getting used to. Balancing emptiness and aesthetic is probably the most difficult and time consuming aspect. And different people like different kinds of maps. ATM stuff like Pinpoint and Hallway are standards, but at the same time, Harbor 2 and Normandie are examples of very popular maps that contain a lot of detail.

Edit: Speaking of which, whatever happened to Harbor 1? There were problems with it but the land/water placement and ratio was perfect.
Influx
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The concept is interesting, but I'm not sure if it will remain fun once it's damaged. The big bridge structure will probably be first to go, and then that makes it into a pinpoint-esque map where there's only one real route of advance and both sides will be locked in stalemate.

I do like the fact that the pillars would allow for easy building of frontline defenses and that there's a large open area for an intel base to be constructed. The pillars will also make it interesting infiltrating an enemy's side, as you'll always be exposed on at least two sides no matter which side of it you hide on. Jumping from pillar to pillar on the outer edges would probably be the best method of attack.

I think it would be best suited for use on a server where the script that only allows player-placed blocks to be damaged is used. As I said before, it'll probably end up being like pinpoint, where one team can only really win if there's a large skill or numerical advantage to one team.

Of course, it might play completely different to how it looks it will, since what I've said is nothing more than a few observations made from flying around it in Voxed.

Also, have a game of spot the odd voxel out. (I'll give you a hint... It's here)
Skynet
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I think taking a picture of the map overview would be a great thing to add and for the water damage, it is very simple. You will need to know how much damage you'd like to use for the water. How you would add water damage is to add it to a text file along with some other stuff, for example spawn locations for the control points and intel, water damage, map name and author, fog colour(RGB values), description of the map etc.
Here is a text file that would be used for a map. You can add to the map download after yoyu ajused it for your map
Sasquatch
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Influx wrote:

Also, have a game of spot the odd voxel out. (I'll give you a hint... It's here)
No map is safe from you mr. eagle eye.
Oldow
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thank you very much guys, you are great. I have an idea and will try to redesign the thing to be playable despite griefers and try to look at some good maps to understand about colors and filling the map up (even though I really kinda like the geometrical simplicity (also sry, but imho harbor 2 is a nightmare - griefer wise)).
Oldow
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okay, I think this should be much better, definitelly have better feeling about it, in the end decided to not clutter it. Tried something and it does not work much with a map like this.

here images:

Image

Image

Image

Image

also thank for the support guys, it makes a world of a difference

here file:
pillars2.vxl
second version of the map
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Oldow
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Image

I am not sure it helps, like this it looks too much like pinpoint...
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