Beach - [NEW MAP]
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You sure have your on style and I really like how you pick a theme and you are loyal to it by creating the perfect environment - sound, textures, lighting...and so on. Good map Nrgizer!NRGizeR wrote:I really didn't know that I had my own style...
I love the area with broken and closed windows and the sneaky ledge.
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Well, Slayer, nsR and I played it for a little over an hour tonight and I must say I really like it. There are tons of really effective jumps on the map and you can get around without too many problems. I only have one complaint really: the room above the spawnpoint in the corner by the water really sucks. There's only one way in and it is very easily camped.
Another thing I noticed: there are a lot of spawnpoints in this map. 7 if I have found them all. That's at least 2 maybe even 3 too many for a map this size IMO. Some of the spawns also has more than 1 opposing spawn making it difficult to create teamplay for these spawns.
Other than that I really like it.
Another thing I noticed: there are a lot of spawnpoints in this map. 7 if I have found them all. That's at least 2 maybe even 3 too many for a map this size IMO. Some of the spawns also has more than 1 opposing spawn making it difficult to create teamplay for these spawns.
Other than that I really like it.
“Behold the pale horse. The man who sat on him was death, and Hell followed with him.” - Revelation.
There are 8 spawns on this map and 12 spawncouples. Which are usually only apart a little, so don't matter TOO much.Stinger wrote:Well, Slayer, nsR and I played it for a little over an hour tonight and I must say I really like it. There are tons of really effective jumps on the map and you can get around without too many problems. I only have one complaint really: the room above the spawnpoint in the corner by the water really sucks. There's only one way in and it is very easily camped.
Another thing I noticed: there are a lot of spawnpoints in this map. 7 if I have found them all. That's at least 2 maybe even 3 too many for a map this size IMO. Some of the spawns also has more than 1 opposing spawn making it difficult to create teamplay for these spawns.
Other than that I really like it.
I already told him bout the little room, but he thinks its ok
(20:11:21) (Repsaj) why in heavens name did u have to make that room in beach
(20:11:25) (Repsaj) WHY?!
(20:11:53) (+NRGizeR) which one?
(20:11:59) (Repsaj) really I don't understand it..
(20:12:21) (Repsaj) there are enough "camp" spots as it is
(20:12:21) (+NRGizeR) which one?
(20:12:26) (Repsaj) but that one..
(20:12:28) (+NRGizeR) WHICH ONE?
(20:12:30) (Repsaj) it only has 1 way in...
(20:12:57) (+NRGizeR) aaaaaah well take the white corridor in u2, there is only one way in there as well.... that doesn't stop anyone
(20:13:12) (Repsaj) ye..
(20:13:13) (+NRGizeR) I usually die trying to defend campspots like that anyway
(20:13:14) (@Clowneh) make more of them
(20:13:30) (@Clowneh) and add an elevator shaft next to the spawn too
(20:13:31) (Repsaj) but u2 hasnt got so many camp spots already...
(20:13:53) (@Clowneh) (19:12:23) <+NRGizeR> aaaaaah well take the white corridor in u2, there is only one way in there as well.... that doesn't stop anyone
(20:13:55) (@Clowneh) no there isnt
(20:14:00) (@Clowneh) there are two ways in
(20:14:10) (+NRGizeR) well I've never seen anyone actually use the l33t way
(20:14:10) (+NRGizeR)
(20:14:16) (@Clowneh) i always use it
(20:14:17) (Repsaj) i've done it!
(20:14:19) (+NRGizeR) and you can camp in most places if you want to
(20:14:20) (@Clowneh) but i never play
(20:14:43) (Repsaj) but NRGizeR
(20:14:47) (Repsaj) it unbalances the map..
(20:14:55) (+NRGizeR) how?
(20:15:04) (Repsaj) easier to camp then to play
(20:15:10) (+NRGizeR) I'm not being an ass btw I really want to know
(20:15:16) (Repsaj) i mean
(20:15:18) (Repsaj) the map
(20:15:19) (@Clowneh) camping is playing too
(20:15:21) (+NRGizeR) because gameplay is something I'm not even going to pretend to understand
There you have it, kinda the short version of it
BTW: My clan played a 3on3 yesterday on it and the map is UBERfast... really faster than I imagined, you are at your opponent before u know it. Which can be good and bad I guess.
So, we (-UR-) just played it in a 3on3 cw. It's definitely a fast map, but I still think the 8 spawns are too many. Having played it "for real" now, I don't think the room above the spawn poses such a big problem. Sure it can be camped, but the map is so fast you can either prevent them from going in there before the round starts or at least manage to see them go in there, so you don't have to spend 2 mins looking for them.
All in all a good map, but the amount of spawns prevents it being a great map IMO.
All in all a good map, but the amount of spawns prevents it being a great map IMO.
“Behold the pale horse. The man who sat on him was death, and Hell followed with him.” - Revelation.
\o/ Well... the problem is that I really like my maps to be playable DM as well (I know that most of you don't play any DM at all, but I do ) and you really can't do that if you have a really small number of spawns. I did think about this though, and this is why beach has only 8 spawns. (for example rooftops has 14 ) if you think about it, 8 spawns with spawn furthest doesn't cause that many spawn combinations... since there are many spawn combinations that will never be used.Stinger wrote:All in all a good map, but the amount of spawns prevents it being a great map IMO.
The yellow room might be a problem once looking at it, but believe me, I did think about putting a box for double jumping (or something similar) at the other end to be able to get in that way, but decided against this to keep the number of routes down. What also helped me decide against it was the room in riot (very similary layout btw, it's the window by the ladder getting up onto the big roof..) and since this solution worked there, I decided to leave out the other entrance, and try it as it is.
Thanks to all of you for the nice feedback, and comments
-NRG
Can't you make a beachcw or something, with fewer spawns?NRGizeR wrote:
\o/ Well... the problem is that I really like my maps to be playable DM as well (I know that most of you don't play any DM at all, but I do ) and you really can't do that if you have a really small number of spawns. I did think about this though, and this is why beach has only 8 spawns. (for example rooftops has 14 ) if you think about it, 8 spawns with spawn furthest doesn't cause that many spawn combinations... since there are many spawn combinations that will never be used.
NRGizeR wrote: The yellow room might be a problem once looking at it, but believe me, I did think about putting a box for double jumping (or something similar) at the other end to be able to get in that way, but decided against this to keep the number of routes down. What also helped me decide against it was the room in riot (very similary layout btw, it's the window by the ladder getting up onto the big roof..) and since this solution worked there, I decided to leave out the other entrance, and try it as it is.
It has not presented any problems for us yet, but as people start playing the map more, it may become a problem. Only time will tell.
“Behold the pale horse. The man who sat on him was death, and Hell followed with him.” - Revelation.
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This map is a beauty! Especially when it comes to lighting. It's so soothing combined with the sound from the ocean :-) Flawless brushwork and use of clip brushes. It plays alot better and faster than my first impression. All the weapons are more than useable in this map (damn ank's HC). Only 'bad' thing I noticed is that I have trouble climbing the pipe next to the yellow hallway next to the ocean when climbing it with my back against the wall some times (Or maybe I suck at climbing ladders)
I admire your mapping style and technique NRGizeR and I hope to see some more from you soon. Cheers!
I admire your mapping style and technique NRGizeR and I hope to see some more from you soon. Cheers!
I like to play games, not watch them