Isolation [MP]

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Isolation [MP]

Postby Hikarikaze » 24 November 2015, 20:46

Map name: Isolation [MP]
Map ID: hikarikaze-is
Map description: The sequel to a past MP map I made: Autovaliance.
Map Page Link: http://www.plazmaburst2.com/?s=9&a=&m=h ... &id=625623
Map Demo Link: http://www.plazmaburst2.com/?s=2&map=hikarikaze-is
Brief Description: 4v4 red vs blue styled (98% symmetrical) map. Players start off with a CS-RC, a C-01p, and a defibrillator. Multiple weapons are scattered throughout and the map should support COOP, TDM, and DM.

I haven't done a lot to this map ever since I made it months ago but I made some minor updates. The top part is now accessible for self-boosters and boundaries have been cut off by pushers that'll push you right back into the map. I haven't done testing in TDM and DM (mostly because I can't) so I can't ascertain whether spawning locations will be an issue or not. All doors that actually move are muted because the triggers/regions are set to infinite, and requires a player to stand in the region; when unmuted, staying in the region plays the door sound constantly unless you leave.

I also made an inverted version as well.
---
Map name: Isolated Inverted [MP]
Map ID: hikarikaze-is_inv
Map description: Vertically inverted version of Isolation. Features different pathways and slightly modified terrain from its predecessor version.
Map Page Link: http://www.plazmaburst2.com/?s=9&a=&m=h ... &id=678747
Map Demo Link: http://www.plazmaburst2.com/?s=2&map=hikarikaze-is_inv
Brief Description: It's basically Isolation but flipped upside down. It was mainly an experiment to see how radically pathways and sightlines can change by a simple flip.

I made some minor changes to the terrain, such as the bottom, which has invisible doors to prevent players from glitching through. I can't guarantee they will if they collide really fast, but it should stop them from falling through the little gaps.

Here's some screenshots of the map:

Isolation
- http://prntscr.com/96i7qw
- http://prntscr.com/96i8bf
- http://prntscr.com/96i8xa
- http://prntscr.com/96i96t (note how this area is now accessible)
- http://prntscr.com/96i9j7
- http://prntscr.com/96i9uc

Isolation Inverted
- http://prntscr.com/96icsr
- http://prntscr.com/96idar
- http://prntscr.com/96ie4i
- http://prntscr.com/96iegr
- http://prntscr.com/96ierz
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Re: Isolation [MP]

Postby Silent Aurora » 25 November 2015, 16:56

Map is good, balanced and unique design. The inverted version is kinda weird but its still a good addition xD.
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Re: Isolation [MP]

Postby xChakra » 25 November 2015, 21:35

Very good wall structure, perfect.
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Re: Isolation [MP]

Postby Thundrex » 26 November 2015, 00:14

I really like the map. It is original and has a nice design. There are some things I would change, I'll make a key.

1. http://prntscr.com/96z9i0
Key:

Parts that are either floating (which I am not a fan of) or parts that I don't really like.
Pushers that keep people away from escaping the map seem a bit too strong, try giving them a higher X push and a lighter, or even no stability damage.

Extra notes: I would make the doors a bit thicker, but the timing for them closing/opening is good. As for the "parts I don't really like," here is an example of what I mean:

http://prntscr.com/96zcz4
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Re: Isolation [MP]

Postby Hikarikaze » 26 November 2015, 00:53

Thundrex wrote:I really like the map. It is original and has a nice design. There are some things I would change, I'll make a key.

1. http://prntscr.com/96z9i0
Key:

Parts that are either floating (which I am not a fan of) or parts that I don't really like.
Pushers that keep people away from escaping the map seem a bit too strong, try giving them a higher X push and a lighter, or even no stability damage.

Extra notes: I would make the doors a bit thicker, but the timing for them closing/opening is good. As for the "parts I don't really like," here is an example of what I mean:

http://prntscr.com/96zcz4

The doors are meant to be like that. They offer protection to some degree but they're not meant to be bullet sponges/shields. I tried to make every place a camper might settle in have some sort of downside.

The pushers use the same values from EGRW.

The 10x10 squares on certain corners are purely aesthetic, meant to make the map look a bit more unique. My architecture style's usually like that. The squares at the top on the elevator path aren't necessarily floating, if that's what you were trying to say. I was planning to have just the BG there, but these squares (imagine a door was there and the map was closed off) makes doors look divided. I suppose that's just personal preference though.

I don't understand what's wrong with the water areas. I'm trying to improve the look of those areas by adding BGs behind the water (it looks awkward atm to me), but I haven't decided on which BG to go with.

I honestly don't quite understand the example either.

xChakra wrote:Very good wall structure, perfect.

Thanks.

Silent Aurora wrote:Map is good, balanced and unique design. The inverted version is kinda weird but its still a good addition xD.

Glad to know you find it balanced, especially since balance is difficult to maintain for me. Inverting a map can really change a map entirely. Try it on a closed map (preferably not open maps like EGRW) and it'll feel completely different.
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