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City Uprising; w00t
Tweet Topic Started: Jul 26 2006, 01:10 AM (971 Views)
JaqMs Jul 26 2006, 01:10 AM Post #1
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Here's my first map in a long long time. One of my best maps in the past, but now I feel that there is much in it that can be improved. Feedback would be appriciated!

The gameplay of this map is based on a squad of riot officers trying to restore order in a city taken over by rebels. This map is designed for a two-team deathmatch, so you will notice that I put the yellow and green team spawns in a useless area. Since I made the map on a computer with a broken spacebar button and I lost the .ts3 file, here are some additional notes on the map.

--------

-!IMPORTANT! here is the lighting for the 3rd and 4th floors:

http://img204.imageshack.us/img204/2042/calightingdy3.png

-Team deathmatch should be the only enabled mode

-When playing, turn off start with weapon. We don't want the rebels to be equipped with
riot clubs : P
Attached to this post:
Attachments: xCityUprising.htm (50.83 KB)
Attachments: calightingdy3.png (11.07 KB)
Edited by admiralhowdy, Aug 31 2013, 10:33 PM.
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Lomnops Jul 26 2006, 07:21 AM Post #2
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i really like the idea of a sewer system under the streets, that's a great idea and it looks well-done here. i like the theme, and the layout looks fun, lots of room for ambushing the officers on the streets. honestly i think the weapon set sucks, the worst set i've ever seen :whistle: :lol: . i can see where rebels might use bricks, but make a better weapon set, please! it seems like the riot officers don't have a chance, they won't be able to get out of their base! i do like the way you set up their spawn area, but it's kinda unfair. looks like you could put more stuff into it, you ever try making the roofs accesible? that would make the street ambushes more fun i think. but all in all it looks great, needs a little work, but i'll probably make it anyway, it looks like a lot of fun.
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JaqMs Jul 26 2006, 03:19 PM Post #3
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Haha, make the map first and your doubts will be changed. Personally, I think the riot officers have the advantage (though the rebels can steal their weapons). The Scifi sniper acts as riot shields, the electrotool as a tazer, and the bat as a riot club. The roofs ARE accesible, though it is much easier for the rebels to access them.

Edit: Oh, maybe you are thinking about that turret. Make sure it faces right (darn mapmaker doesn't show the direction of items).
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Shadow Jul 26 2006, 03:55 PM Post #4
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This map has a great layout. :good: Nice job on the lighting aswell. I haven't seen that like that since egyptian market from the blue team at the old rec. :P B) I will definitely make this soon.
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Lomnops Jul 26 2006, 06:33 PM Post #5
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i see the relevance of the weapons, i guess i'll set them up like that and see how it is. and i see now that the main roof is accessible, why didn't i see that before? yeah, i am making this though, looks great.
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Undead+priest Jul 28 2006, 06:14 AM Post #6
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I just don't know why you make that the green and yellow team are spawning down they can't even going up to fight.
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Le_Faucheur Jul 28 2006, 12:26 PM Post #7
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read his post...
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Undead+priest Jul 28 2006, 05:29 PM Post #8
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Oh yeah i see sorrry.
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ghostsniper Jul 29 2006, 07:23 PM Post #9
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Zed's dead.
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Hmm, I'll makeit, but it looks like it might pull an Urbs Mortis...
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JaqMs Jul 29 2006, 07:50 PM Post #10
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What is that?
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ghostsniper Jul 29 2006, 08:30 PM Post #11
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Zed's dead.
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Unbalanced.

Don't worry, looks good. Bricks thouh? I dunno, I would set t in America so average joe gets a pistol far too easily.
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JaqMs Jul 29 2006, 09:06 PM Post #12
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I've tested this map several times and saw that it was not unbalanced. The city rebels are meant to use guerilla tactics, that is why they have such unconventional weapons. Here are some aspects that show how the rebels do have it fair:

-they can pepper the riot officers with bricks from the roofs, where they can't see them.
-they have health powerups while the riot officers only have armor
-grenades make the scifi sniper's shield less effective
-the close windows of the buildings make the scifi sniper's scope less effective

Of course, the riot officers still have their advantages, such as the electrotool turret, and that the scifi sniper shield blocks both bricks and flamethrower.
-
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ghostsniper Jul 29 2006, 09:21 PM Post #13
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Zed's dead.
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Well I don't know how you play then,but I see that the rebels always seem to win. t's like on Urbs Mortis, I got top by over 20 kills from seond, yet I lose. Item placement needs variance/revision, and the flamethrower seems VERY unbalanced. I was running in, then being set almost instantly alight and dying (I play with Hero handicap to make myself as bad as the bots) and just sat back like wtf.
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OhMy! Jul 29 2006, 10:29 PM Post #14
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I Feel It Is Balanced, And Cant Wait To Play With Friends
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JaqMs Jul 29 2006, 11:41 PM Post #15
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ghostsniper
Jul 29 2006, 09:21 PM
Well I don't know how you play then,but I see that the rebels always seem to win. t's like on Urbs Mortis, I got top by over 20 kills from seond, yet I lose. Item placement needs variance/revision, and the flamethrower seems VERY unbalanced. I was running in, then being set almost instantly alight and dying (I play with Hero handicap to make myself as bad as the bots) and just sat back like wtf.

Fine I'll admit, this map is better suited for humans. But I fully disagree that the flamethrower is unbalanced. First of all, 2 of them are hard to get and all 3 have high respawn times. Second, the scifi sniper shield can block the flames, if used correctly
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