Help - Search - Members - Calendar
Full Version: Cc To Hive Max Time...
Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum
MADMEE
im in the process of making a co map yet i feel its going to be to big. sad-fix.gif

but i was wondering what kind of max time you feel is the max to get from the CC to the hive, taking the main (shortest) rout as a marine?

or is the time taken to get there only part of what makes a map a good co map.

iv done a quick test and it seems that most co maps take 20 seconds to get from CC to hive. max i found being 30 seconds.

i did a run of what i have of my map and it took 20 seconds but that was only about 1/2 of the way sad-fix.gif , and the other routes are even longer.

i expect the time taken to get to the hive will be around 45-60 seconds wink-fix.gif

i know every1 is just going 2 say to make the map smaller but this is a.. 'special' co map im making and needs a certian amount of areas.

so any other suggestions?

hmm.. just thinking.. how about some weldable phasegates?.. not sure where i could put them tho..

thx

MADMEE
samejima
personaly i think that beacuse of the new balances that makeing the longer walking times might be a good idea we need diffrent size combat maps to give a diffrent feal finish your map the way you invisioned then then worry about time taken as long as you think its balanced time shouldent matter untill the end
BobTheJanitor
I'd say finish it and PT it and see how it works out. Sounds nice and large. Since spawning for large games is one of the things supposedly slated for fixing in the next beta, a big co map might be a very good thing. Anyone who's ever tried playing a map like faceoff or core on a large server knows how much of a pain that can be. A map that can accomodate 20+ players well would be a welcome addition.
Thaldarin
QUOTE (BobTheJanitor @ Oct 4 2004, 09:57 PM)
I'd say finish it and PT it and see how it works out. Sounds nice and large. Since spawning for large games is one of the things supposedly slated for fixing in the next beta, a big co map might be a very good thing. Anyone who's ever tried playing a map like faceoff or core on a large server knows how much of a pain that can be. A map that can accomodate 20+ players well would be a welcome addition.

Providing its not a box tounge.gif

Map screenys anytime soon?
BobTheJanitor
QUOTE (Thursday- @ Oct 4 2004, 03:02 PM)
Providing its not a box tounge.gif

Yes, that's true. And if you have made co_10000UnitWideBox, remember to increase that max viewable distance! tounge.gif
MADMEE
no, no its not a box. so far it is made from 6,335 solids and has 36,966 faces.

i carnt even tell u the name of the map as that would give it away tounge.gif

i carnt really provide any good screenies as i need to do a light compile and i havent done many and iv gota get the light just right for the map to work me thinks.

however there are somescreenies in this thread.. http://www.unknownworlds.com/forums/in...showtopic=81494

and yes the problems i had in that thread are fixed.

i was hoping to do a quick compile without rad but its found some leaks that iv fixed and now i dont have time to do a compile.

i was hoping to have the map done by the end of the week, but the release date keeps beeing put back further and further sad-fix.gif (wanted it done by last friday so i could concentrate on playing Rome: Total War)


As for the comments so far i understand that on a big server it could be quite good, yet on the smaller servers (which there seem to be alot more of) i think you may spend a lot of time on your own sad-fix.gif
MADMEE
Well iv just done the first compile of the complete map layout.. without lights so no.. still no screenshots.

Anyway back on topic... it takes average of around 40 seconds to do a CC to Hive run as marine.

So what do u think? double some of the offical maps and 10 seconds longer than 1 of them.

i was actually quite surprised that it only took 40 seconds. i was expecting higher. Even the longest route took a lot less time than i expected smile-fix.gif

P.S thank god for Xp-Cagey planes optimiser down to 38% full from 154% biggrin-fix.gif
and it was a close call on the clip nodes too... 99.8% full wink-fix.gif ... time for some clip brushes me thinks!
Lt_Gravity
when I first checke the times in my map, I came to the conclusion that it is unimportant how long you will take for one route. it des matter how the way "feels". maybe one route will only take 25 seconds. but there are a lot of obstacles, a lot of places where you have to be careful.
under 30 seconds there might be a slight problem when marines advance to quick and lockdown an important location. 30-45 is quite ok. when the route takes more than 50 seconds, the player will notice it as "far away" and therefore you will have less "pressure" in the gameplay. shorter distances create a more continued battle.

but at the end the editor space tells you the max-time you can have in one map tounge.gif
Crispy
remember it's a co_map
MADMEE
QUOTE (-[Kobayashi]- @ Oct 6 2004, 08:16 AM)
remember it's a co_map

Stating what i already know doesnt help confused-fix.gif

care to elaborate?
carioca
20 - 30 seconds is a good time less will be crazy more will be boring.
Rendy_CZech
I've made an extra big co_map. The walk from MS to Hive takes about 1 minute. But nobody played my map...
Lt_Gravity
rendy, lets guess: co_overmind? tounge.gif
Rendy_CZech
QUOTE (Lt.Gravity @ Oct 6 2004, 05:54 PM)
rendy, lets guess: co_overmind? tounge.gif

Hai hai Gavity-san, hit right in the black wink-fix.gif
Crispy
QUOTE (MADMEE @ Oct 6 2004, 11:36 AM)
QUOTE (-[Kobayashi)
-,Oct 6 2004, 08:16 AM] remember it's a co_map

Stating what i already know doesnt help confused-fix.gif

care to elaborate?

I was telling Gravity (I shoulda made that clearer) because he was talking about lockdowns. Yes I suppose you can lockdown areas but most co_maps are popular on the pubs not for CWs. Just out of interest are there a lot of clans that play combat maps against eachother? Maybe my next project will be making the most perfectly balanced combat map if there's a market for it...
BobTheJanitor
QUOTE (-[Kobayashi]- @ Oct 6 2004, 11:18 AM)
Just out of interest are there a lot of clans that play combat maps against eachother? Maybe my next project will be making the most perfectly balanced combat map if there's a market for it...

Clans will play co if they can't quite get enough together for a scrim. 4 on 4 or 5 on 5 co isn't uncommon. And sometimes people will even get together little co 'leagues'. They're not as big and involved as something like CAL, but co is being played competitively to an extent.
rennex
I thought combat wasn't meant for 20 players D:
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2009 Invision Power Services, Inc.