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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Map Feedback » CTF Map Feedback

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Map Feedback - CTF Raindance

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 Map Feedback - CTF Raindance 
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Cuztom


Joined: Thu Sep 15, 2011 1:09 pm
Posts: 105
Post Re: Map Feedback - CTF Raindance
EvanVolm wrote:
I imported the original Raindance heightmap into UDK. The structure is just a placeholder.


Oh i c, nicely done!

Imo it looks amazing, doesnt seem that hard to convert old classic maps in and make minor adjustments to them!


Tue Apr 10, 2012 5:51 pm
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Tamburlaine
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Joined: Sun Dec 04, 2011 2:13 am
Posts: 1859
Post Re: Map Feedback - CTF Raindance
Dearest KP,

Please deliver a punch to the face of the individual responsible for the energy problems of heavy classes. Failing that, a conduit at the flag tower would be cool.

Sincerely,
Fat People
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Wed Apr 11, 2012 11:20 am
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mikeax2
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Joined: Mon Aug 08, 2011 9:56 pm
Posts: 449
Location: Knoxville, TN
Post Re: Map Feedback - CTF Raindance
wow, just wow, raindance is insanely good.

Props to all that worked on it - I mean, dammn its good.
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Wed Apr 11, 2012 12:52 pm
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IrregularPeanut


Joined: Sat Sep 17, 2011 6:09 am
Posts: 156
Post Re: Map Feedback - CTF Raindance
Haven't played a proper game of CTF on it yet but the aesthetic feel on this map is incredibly good.

Also I don't know if there are custom servers like this in the other regions, but HR need to make one of their preview custom servers raindance CTF only.


Wed Apr 11, 2012 12:54 pm
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Tramadolol


Joined: Sat Feb 04, 2012 9:47 am
Posts: 610
Post Re: Map Feedback - CTF Raindance
So far, this map is my absolute favorite. Not only because it's a remake of one of my favorite maps but because it plays just so d*** nice.
My olny suggestions would be to maybe add some higher hills to the outskirts of the map, near the OOB grid. Would help a bit with gaining speed for routes.
Oher than that: nothing to complain about.

Hirez CTF mapmakers should take a good look at this map. Maybe they'll finally understand how it's done properly ;)


Wed Apr 11, 2012 1:21 pm
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Keppl3r


Joined: Wed Feb 08, 2012 5:29 pm
Posts: 9
Post Re: Map Feedback - CTF Raindance
After playing on Raindance a few rounds, here are my initial thoughts:


Good:
-Hills: This map is very hilly and makes skiing a skill needed to get around. Heavies can still move around the map fairly unhindered by the terrain.
-Base assets: The turrets have good strategic placement IMO. The flag is relatively easy to protect, but with a different flavor than most other CTF maps. Being on a smallish platform on a tower, it makes being a HoF a bit easier, however the consequence of being knocked off the platform is more dire. You can't just walk back and be on top of the flag again. All in all, a good thing to add more strategy to an otherwise 'brute-force' form of defense.
-Size: Not too big, not too small, just right. (As far as my personal preference goes)
-Gen Room: Defense is easy.

Bad:
-Gen Room: Image

Attacking is nearly impossible. All they need is one Brute/Juggernaut hurling explosives at the doorway from the platform on the upper right and maybe a Technician with their turrets set up anywhere in the room to defend any sort of assault. There is only one entrance and being outside, there is no way to launch any sort of weapon inside until you are actually inside. What I propose is having this grate be open on top for an alternate entrance. Either that or have it somehow be able to shoot through, but not go through.

Image


Overall, it looks like a great map and it IS really fun to play (as long as you are not doing base offence and they have 1 or 2 people defending). Hopefully this feedback helps!


Wed Apr 11, 2012 1:29 pm
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Gehnster

Beta Tester
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Joined: Wed Sep 02, 2009 5:38 pm
Posts: 83
Post Re: Map Feedback - CTF Raindance
Best map so far! Belle 2nd gen is close behind it though :)


Wed Apr 11, 2012 1:45 pm
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SFJake
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Joined: Sun Mar 04, 2012 11:11 pm
Posts: 381
Post Re: Map Feedback - CTF Raindance
I think thats where I call the line of I just don't have the Tribes taste at all. Maping looks incredibly bland for starters, but beyond that, it offers absolutely nothing interesting and is too big. Game needs less large areas and more stuff, not just hills and open flags.

The map convinced me I'm wasting time with this game.
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Wed Apr 11, 2012 2:44 pm
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-Thea-


Joined: Sun Sep 25, 2011 5:53 pm
Posts: 1621
Post Re: Map Feedback - CTF Raindance
AWESOME MAP!
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Wed Apr 11, 2012 2:47 pm
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vifoxe


Joined: Mon Oct 25, 2010 9:57 pm
Posts: 554
Post Re: Map Feedback - CTF Raindance
It's really hard to get past midfield in a fat suit from my own base. There's just not enough energy to do it. Even after using all my belt discs I still wind up having to walk a good distance before hitting the famous ravine in the middle. In t1 and t2 we had enough to get that far, but we don't now. We need help.

I hoped that Hi-Rez would have realized that making a straight up port of the original wasn't a good idea. I hoped that they would have at least made some modifications that take into account the terrible disc jumping/energy pools. It's sad really, I knew that before Raindance was even announced that this issue would show up. What do you know? I was right. I mean, this is like professional level design 101. You don't just remake old levels, you update the old level to fit your current gameplay.

This map needs catapults at the bottom of the ramps on the side of the base entrance.


Of course, if we had proper physics then we wouldn't have this issue.


I would say move the spawn points to the top of the large hill to the left of each base, but I'm afraid that would be too far from the flagstand. Whatever, give it a shot imo. Move the spawn points up there.


However, you can do a side route as a fatty, but it's pretty slow and easy to stuff by half awake midfielders. So, there's something to think about.

SFJake wrote:
I think thats where I call the line of I just don't have the Tribes taste at all. Maping looks incredibly bland for starters, but beyond that, it offers absolutely nothing interesting and is too big. Game needs less large areas and more stuff, not just hills and open flags.

The map convinced me I'm wasting time with this game.


This post convinced me that you're a graphics w**** and don't care about good gameplay.


Gitahjunkie wrote:
Attacking is nearly impossible. All they need is one Brute/Juggernaut hurling explosives at the doorway from the platform on the upper right and maybe a Technician with their turrets set up anywhere in the room to defend any sort of assault. There is only one entrance and being outside, there is no way to launch any sort of weapon inside until you are actually inside. What I propose is having this grate be open on top for an alternate entrance. Either that or have it somehow be able to shoot through, but not go through.



That's just Raindance's flavor. In order to break the defense you had to send a large HO squad to break it. Raindance matches would often be decided on the first offense rush of the game. Hell, some teams would send their entire team on heavy offense to break the base before switching to their normal roles. It doesn't seem that great for a pub match because the lack of coordination, but believe me, for competition it's crazy.


Wed Apr 11, 2012 2:49 pm
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