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Spartan Training; Hut hut hut! Run, you sissies!
Tweet Topic Started: Nov 3 2007, 04:34 PM (454 Views)
Knives Nov 3 2007, 04:34 PM Post #1
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So basically since my train assault map is taking way too long and I decided after a few plays with friends and bots that this was fun enough to warrant a posting, I'm posting it :ph43r:

This map is based around a pretty original concept: namely, that of a training. A training to become good in TS, you could say. All the weapons(and items) are placed in places where they would work best, to learn where to use which weapon. The teleports and slides are the only ways of connection between rooms, learning new recruits how to deal with going into situations without knowing beforehand what's going on. No music or spawnsounds, so the only clue to where people are are the radar and the sound of the doors opening. There will be some moments of complete silence, and I think that adds to the tension of the map.

Basically, it's just a cool map. It's small and looks a bit simple at first, but don't worry, it's been thought about. Besides, it has free nude pictures and pizza inside it, I swear!
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Edited by Le_Faucheur, Dec 2 2013, 06:27 PM.
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Le_Faucheur Nov 4 2007, 03:02 AM Post #2
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I have a few complaints here too :lol:

-bots are terrible on this map. they got horrible scores. they still managed to kill me a decent amount of time but it was ALWAYS luck.

-the one room / one weapon thing doesn't fully work.
it is pretty well thought, but the flare gun is good everywhere,
the shotgun pretty much everywhere,
the ghost gun is indeed better in the corridor,
the revolver is useless because you don't get the point by sending someone in the minefield,
and the rocket launcher was better in the windowed room, where you could perform accuracy shots through the windows at a decent range more easily than with the flare gun.
grenades were cool.

-the cyan teleport doesn't work (not your fault, I don't know what causes it)

-the map is easy to learn, so unlike what you said, it's easy to know beforehand where you are going.

looks like it could be good with human players.
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Knives Nov 4 2007, 06:13 PM Post #3
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Le_Faucheur
Nov 4 2007, 03:02 AM
I have a few complaints here too  :lol:

-bots are terrible on this map. they got horrible scores. they still managed to kill me a decent amount of time but it was ALWAYS luck. You could remove the window and put a regular tile in the revolver room, so that bots can cross it and can circle around the map better. The bots are better for elimination in this map, so try that. I did like how bots run for health in the shotgun room(meaning you have to kill them at once) and how they run for the RL in the RL room. Also, they seem to just stand there sometimes, but it's always at spots where it's good to camp xD

-the one room / one weapon thing doesn't fully work(I meant that the weaopns work BEST in their specific rooms, not that you couldn't use them in any other rooms without effect :P).
it is pretty well thought, but the flare gun is good everywhere(that's the point, it's weapon #1),
the shotgun pretty much everywhere(it's because it's a tight corridor map, but I think it's best in the window/door room, where you have places to hide),
the ghost gun is indeed better in the corridor(hmmkay, it's also better there IMO because there's a health high, so you get a healthy person to drain lots of health from ^.^),
the revolver is useless because you don't get the point by sending someone in the minefield(well, yeah, but this was meant more of an elimination map then a deathmatch map[and bagtag, zones, gladiator, but I didn't try any of those yet xD], I guess I should've put that in my first post),
and the rocket launcher was better in the windowed roomwhere you could perform accuracy shots through the windows at a decent range more easily than with the flare gun. (the point of the RL in that room is using it's second function to shoot at all the different directions people can come from in that room, and then going back and restock ammo/take cover behind the wall. Did you try that yet?),
grenades were cool. Will do :P

-the cyan teleport doesn't work (not your fault, I don't know what causes it) Yeah, I had that problem at first too, and I was like WTF, but after replacing it it worked, so try that out.

-the map is easy to learn, so unlike what you said, it's easy to know beforehand where you are going. That's not what I meant, yes it's easy to learn(I think that's a plus), but because of the teleport instantly puts you there you can't see what's happening in a specific room(or who's there), unlike with a regular ramp. Hey, don't look at me, that's some of the backstory from Chiron TL34(the Halo map) xD

looks like it could be good with human players.


Err, yeah, it was mainly fun with friends. Try that stuff that I put there out, it might help. I'd try to incorparate some of your advice into the map(such as a window maybe in the RL room), but the memory is out :/

I kind threw it together in about 20 minutes, but I did spend some time after that to balance it :lol:
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Le_Faucheur Nov 4 2007, 06:25 PM Post #4
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yeah, your points make sense.
I didn't think about the ghost gun / health high thing.
I prefer using the primary function of the rocket launcher.
I think there was memory left for tiles.
I forgot to say it was pretty original to use the window walk on a free for all map.
it's good for something made in 20min.
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Knives Nov 4 2007, 06:42 PM Post #5
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Thanks, but yeah, this isn't my greatest map xD

It was something I threw together on one day, along with another map, to play with friends on a Wii(so cube games, like TS, too) party in the holidays. If you're wondering about the other map, well it's basically a CTB(reversed CTB works well there too) map which was a lot of fun with friends, but it's not that great with bots. If people would really like to see it, I guess I could post that one too :P
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