by aradorasxeon on Wed Jun 26, 2013 6:46 am
Well I'm trying, magyk trys to help me. In KTR you guys helped me a lot that's why so many versions were made. In the end (1.72) we pugged it once, maybe with 3s. To be honest I like the map, it look great for a first map (not counting that two room I made before this, one of them was a totally no shader room, and the other had 6 different textures) I loved to make it, maybe there are above 100 hours in it. I listened most of your advice, but in the end somehow most of the pepole never really wanted to play it, maybe because you didn't have to make the objectives in order, it was too big innovation, especially in a dying game. It could be better with not 3s but at least 10s or more. And there's that nasyt bug, that when you are in walker, the rancor totally ignores you, and same with the rancor's route. You may not know it, but it supposed to be circling around in its arena. Both of them is some problem in the AI programming, I realized this when I first had a look on desert and korri map files. The rancor supposed to circle around in its arena, and around coffin.
In UWB I totally made the objectives strict, my biggest problem was being too realistic and classes were off, turrets paradise was too much. (In the final version I've weakend the turrets, maybe a bit too much, but I did, well I never know, we never played it again). I loved UWB's design I think this was the first and only map played underwater, and maybe first siege map about a prison break out. I even made that big snper war field in the end, it was maybe too easy for snipers, and noone really noticed those explosion boxes which were scripted, and you could see first time in JK (I think) You could shoot the gas tank, and then boom, explosion, and flying (!!!!) away boxes, and those fires were put out later, because they had nothing to burn on, but well in this time it's not really a big deal. The endrun with the sunset lighting really looked beatiful in my opinion, but well we played that even less then KTR. (p.s. among siege maps on jkhub.org this map has the 2nd most downloads over 35, well I forced you guys to download it from there, but that can be around 12 top so there were 18 people who liked the pictures at least and gave it a shot)
Project Digimon, my latest map (probably final version) I have big hopes. Here I realized I would have bigger popularity if I made this one a lot like hoth. My idea was really about that channel at the begining and then just some random idea. The 3rd objective is most likely hoth's hangar, and the last is most likely hoth's cc. I even used hoth classes, because everyone know them well, and you can keep it in base, and well... making new classes can be mentally painful. At least I don't have to balance it. Well this is my first map where only one serious suggestion was made, to move first D spawn somewhere else (so I did), they said make objectives rush proof, I made them (I was thinking about it originally), and supra said to make an alternate way to database, well I didn't do that, because of the structure of the map it's almost impossible, and I think you can defend it this way as good as if i made one.
So now you have encouraged me I may become a dick and refuse to play unless it's p_D. I already gave up on KTR and UWB, but not on this.
2014.05.05. Thanks for al the fun!
"Nah, I go."