Need Feedback on map

All feedback will be consider but alot of it will be ignored. Sorry but that's the way it goes, if you want to make a much better map and show me how much I suck I'd be happy to walk you through the steps for this one.

 

 

Here is the "Beach" with out any textures. Hopefully there will be a SDK to help this stuff coming out. The flags are

Start Flags

Portal + Resource X2
Increase Regeneration Health 15
Increase Mana Health 15 

The center flags are

Edges
Increase Maxium Health
Increase Maxium Mana

Interior
CoolDown
Damage + 10% 

Minion Pathing

 Looking for people to help me playtest it once modding support is added.

 

 

 

 

 

4,822 views 17 replies
Reply #1 Top

Its really nice, but you really need to lighten up and stop sounding like a jerk all the time. You constantly insult people, and generally have an elitist attitude.

I would recommend adding two more diagonal paths in the middle, otherwise you're risking map imbalance.

Also, there is no mod SDK. That is unless GPG suprises us with the map editor from Beta 1 =P

Reply #2 Top

Hi rappard,

 

i like the map, seriously well thought work.

 

In general i just would say "we" dont lack of 3vs3 - 5vs5 but of good 2 vs 2 and maybe 1vs1 maps.

Second thougt was, that i dont like maps with the portals too far away from the citadel. On such maps a capture cant be compensated good enough, makes "comebacks" in games harder, which makes games more boring.

 

Third and last thought was, i miss maps with open spaces. For instance Prison, there u have some area in the middle where u can fight freely without limitations. I enjoy that alot.

 

And now ur free to ignore or not  ;)

 

peace da micro :star:

Reply #3 Top

looks nice but I would prefer a more "compact" map !

 

 

 

Reply #4 Top

Quoting DemiCom, reply 3
looks nice but I would prefer a more "compact" map !

 

 

 

 

Maybe you should ask him to take you through the steps since your feedback will be ignored and you have no skill in anything and understand nothing about this process and show him how much he sucks.

Reply #5 Top

The map looks very nice.  I like the design overall.  I would just suggest adding a couple of towers directly behind each base.  As it is, the citadel looks fairly exposed from behind.  Also, I would add another tower to the lane leading to the portals. Otherwise, good work, and I hope the map gets made.

Reply #6 Top

You know it's actually funny your all mention smaller maps cause I never play 2v2 so at the begining of the post I was all "Why make a 2v2 map or a 1v1 map." And then I was like maybe you never play 2v2 cause you hate Crucible so much. To me this is really funny cause the first map I made that was walkable was thepit by scotishalien (The maxscript map editor I made was actually created entirely for him)

this was before I could make the lua files so this is just using the location of objects for prison. If someone would like to work on this map I can send them the source files via a private message.

For those interested btw beach is only about 10 meters longer then prison and I think the citadel is just slightly closer.

 

I just want to adress to open area question cause this is a sort of a map making nerd thing but the reason there isn't very much open space in demigod is cause of the node system. The AI and Minion use these node things to move around which I think is both to lower memory use and to make pathing easier around complicated shapes. So after you make a map for the player to walk around on you have to make a network of nodes for the map.

                                        Other Node-----------Other Node
                                       /                                 \
                                      /                                   \
First Node ------> Second Node ------------------Third Node
                                      \
                                      player's can't walk here
                                       \
                                       Other Node

If you don't make the nodes and summon a minion the game just crashes or your minion freeze in place. And if you place a node over a path that players can't walk (As per my diagram) the minion just walk right over the pit as if nothing is there. Incidentally grunts which come out of portal use their own set of nodes called chains to determine where they walk and will happily fly over pits to reach their goals as well.

Prison actually has a really complicated node system that make the illusion that the minions aren't following predefined paths. Because the max scripting I did has really horrible land node support (You literally can't see them once you click away.) I've tried to avoid open spaces.

Reply #7 Top

That sounds nicer =D

Thanks for the insight, as I'm sure we actually do all appreciate it.

Also, is there any compatibility between Supreme Commander maps and Demigod maps?

Reply #8 Top

Polynomial - Most sign point to no, simply because there are substantial difference between two. As I mentioned in a previous post demigod doesn't appear to support height map (I would really like if someone would correct me on this cause it would make mapping more interesting.) and the actually visible map is controlled by a external Granny file that provides all the mesh data. These two things make proper importation difficult as a Granny file would have to be generated on import and then have all it's posterized.

 

Reply #9 Top

Looks incredible. I agree with adding the two extra diagonal paths; it makes it look more boring, but it would take care of balance issues with teleporting and the flags being different on each side.

Reply #10 Top

This map looks great, I have two suggestions:

1. Make the portals go to the back door, like cataract, and find a different spot for the health crystal. this would make it much more interesting imo.

2. Make the lanes wider, seriously, we dont need more bottleneck fights, or at least have one open ground, its very fun to fight in an area like that. if you just cant than so be it, its just a bonus.

Anyway, awesome work, cant wait to see it being played by other players.


oh and I spoted that you still have the Prison fog of war, hope you can get it right.

Reply #11 Top

X-Raider: I know you couldn't see that but basically I read that and went "No I fixed the fog of war problem." and then went up to the screenshot and was like... "f**********k." To any extent thank you for pointing that out because I completely missed it and will try to patch it for my sunday release right now fog of war is working but the cloudy map simply doesn't appear in a non prison defined area.

The reason I placed the crystal is one of the things I like about the Map Brothers is the crystal isn't right next to the citadel. The citadel is actually quite well defended from a tower prespective and there is very little area to move around when attacking it compared to other maps. But it can be attacked from several different sides so it can be difficult to defend with just one person. Whether this will make the map fun to play or not is still to be determined. The placing of the crystal also made it difficult to have grunts coming through the backdoor as it let's defending players sit in the crystal while killing minions lowering their effectiveness.

That being said the pathways are looking alot thinner then when I did the original design. That was partially on purpose at they were designed to be as wide as Cataract. This was simply cause I wanted to make a map that would be easily to defend a specific area (To make up for that fact that the portals are extremely easy to steal.) That being said I think if I make another map it will probably be more wide open except for a couple choke points. This map is really just one big choke point but there are about 5 different ways of getting to the enemies citadel. 

For those interested if modding support does support maps I will attempt a Sunday release but I'm using GPG and Stardocks clock for my release dates so their only accurate with in about two weeks of the specified time. Right now I think providing tutorials for the Balance Mod Crowd so they can change items and add favor items is probably the first thing that should be done. I've added items in my build but who knows how they'll change the lua for 1.2 so I'll probably have to start from scratch on alot of things.

 

 

Reply #12 Top

I'd be happy to help test the map.

Reply #13 Top

Thx for not ignoring my comment (jk) im sure you'll fix that fog of war in no time.

Reply #14 Top

i like the big map. Looks awesome and great work. but i am concerned that you only need to take 4 towers down to get to enemy portal (2 of which are attacked by creeps)

I would put more defences around these flags:

Increase Regeneration Health 15
Increase Mana Health 15

Or maybe make the dsitance from portals to citadel smaller (this will change look of the map a bit)

I am also interested of positiong forts but it is not so important

Reply #15 Top

yeah, i agree with irek, i love the big map! It would provide excellent function, and would be very fun to play on! I would love to somhow test it, if thats even possible. And i suggest that there be a center lane aiming vertically, with a currecny or portal flag? Anyways love it and karma for your hard work and dedication to this sad little community *sighs*.... :()

Reply #16 Top

seems like inner ring is not worth fighting for. i know damge flag if important but there is no creeps there. Consider a portal or healing crystal on one side and artefacts shop with 2 goldmines on the other. Now people would think is it worth to go there and loose creep wave=level and it would make it more intesne.

small map looks cool too. those side flags are good points to cut someone out. Perfect to ambush reg or tb.

Reply #17 Top

This looks like solid stuff

Might want to add more towers down sides though to prevent people easily capping portals

Other than that its all good looking stuff well done