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Author
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Topic: Better late than never
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FlyingFortress Member Posts: 615 Registered: Aug 2000
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posted 09-23-2001 09:03 PM
Ok, the new map is up (finally). Hehe  First of all, I'd just like to give credit to everyone who helped. Namely Cuevro Muerte, for his amazing tileset. Also, GL, Force, Pointman and HBK for their continuous constructive input on map progress. And lastly, my right hand man during the building on the map, JAD, who tiled behind me for hours... and hours... and hours lol. Thanks alot fellas. Anyway, now to the subject at hand. Let me start by saying that this isn't my map. This is your map now. So if there's something you'd like done to it, that can be arranged. The map as it is right now is far from finished, there are still plenty of revisions to come. Right now, my main concern is that the map is *fun* and that the bases are *balanced*. So what I'm asking you all to do is, play on the map, get familiar with it, learn it (quite a task I'm sure, hehe), and come here and tell me what could be changed or done different to improve it. I'm not asking for an essay or anything, just like, for example, if you think the base at T2 isnt good, just come here and tell me "the base at T2 is too strong" or whatever. I'll do my best to look into it, along with the rest of the swz map makers guild. So play on the map, gimme some criticism, and have some happy hunting . IP: Logged |
studley-do-right Member Posts: 79 Registered: Jan 2001
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posted 09-23-2001 09:58 PM
I think putting across the map "duds = sex fiend" should workduds IP: Logged |
comet_dragon Member Posts: 49 Registered: Apr 2001
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posted 09-23-2001 11:07 PM
bombline haven  IP: Logged |
FlyingFortress Member Posts: 615 Registered: Aug 2000
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posted 09-23-2001 11:43 PM
Comet, I'm glad you brought that up. We have to consider which role we want bombers to play. On the last map, wallbombing was the most common strategy. Bomblines were pretty much non-existent. On previous maps though, a bombers role was more inclined towards bomblining. So what I tried with this map was to find a balance between the two. To bring back the bomblines of the past, and to somewhat reduce "cheap" wallbombing opportunities. And as you can probably tell, some bases were designed to suit certain ship types better, just to have a nice variety, and to promote the use of different ships.IP: Logged |
FlyingFortress Member Posts: 615 Registered: Aug 2000
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posted 09-23-2001 11:51 PM
And the thing about bomblines is that they promote the use of bombers on offence. While attacking, we're used to fighthers rushing ahead and gaining most of the ground for their team. But when met by a bombline, fighters are somewhat handicapped. Offensive bombers are thus smart to use in order to pick off nmes down the tube at a distance, in order to clear a way for the fighters to move in. but thats just the way i see it . IP: Logged |
Misoza Member Posts: 73 Registered: Jan 2001
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posted 09-24-2001 12:12 AM
FF jus loves his bomber and wants to see the pitiful newbie fighters feel the brunt of the hellacious bomblines of old.  But this will be interesting... and will be a big shift from swz flagging as it has been... now bricks will be more precious as bombline defense tools instead of churning them out at the FR door. And who knows, i might actualy get back in a bomber? yeegads Anyways GG swzmmg pr wateva acronym you choose to go by 
Great, fresh map IP: Logged |
Revenger Member Posts: 74 Registered: Sep 2001
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posted 09-24-2001 01:37 AM
I like the bases. The only thing I would like more is if there were less of them. Its impossible to find the nme if they happen to doorwarp while they have all flags, you gotta search through like 30 bases(not sure actual #). I liked it better when there was 4 bases, i mean some of these bases are so big you have a hard time finding the opening. Also, way too many choke points, by the time your cap pushes his way through the choke point he is damn near dead. Also, I like how it was made so those gay ass prox bombers cannot lob bombs into the playing area without getting some distance from safe. I really hate those safe hiding prox bombers, I won't name any names G! oppsJust some input. -Rev [This message has been edited by Revenger (edited 09-24-2001).] IP: Logged |
Big Panthis New Member Posts: 4 Registered: Sep 2001
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posted 09-24-2001 02:22 AM
It's still really new for me, but all the bases seem large and maze-like. I tend to like the smaller ones for intense fighting, so I'm not sure if I like this... (I was an old Small Warzone fan...) Star Warzone has always been sort of a medium Warzone, with lots of different size bases. The other thing is that sometimes it is hard to tell which walls you can fly through. This might cause newbies (which we all are right now) to be confused. It could be that some new players will write off the zone without giving it a chance because it confuses them. Also there is a lot to be said for the elegance of the old map. Each turn and twist had a specific strategy or defensive/offensive role in mind. There seems to be a bit of excess in this map... or spots in the bases which will never be used for D or O... Again, I'm still very new to the map so... [This message has been edited by Big Panthis (edited 09-24-2001).] IP: Logged |
FlyingFortress Member Posts: 615 Registered: Aug 2000
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posted 09-24-2001 02:37 AM
Just a note about base design. I purposely made sure that each base had some open areas that weren't necessarily useful for direct offense or defense. These areas were added to prevent having more claustrophobic bases that players complained about such as BF or Droid on the last map. Plus, now we can do some ever-so-missed in-base dogfighting, instead of always being restrained to shooting down tight corridors.As far as map complexity, I agree that it must seem very intimidating. The sheer vastness of everything hasnt even settled in with me yet either . But every area of the map is just as quickly accessible as it was on the last map, in terms of flying time. So once everyone starts getting familiar with the map, I think we're going to see some very interesting strategizing, especially in bigger games (which we will probably be having more of, hence the slightly larger size of the map/bases). IP: Logged |
alucky shot Member Posts: 134 Registered: Sep 2000
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posted 09-24-2001 03:12 AM
well i like it and we need this many bases . Right now it is all new but soon we will learn our way around and the variety of the bases will keep us from getting bored so fast. as often as we get a map its refreshing to have so many new toys !!! any way good job to every one who built it we appreciate your hard work!!!!IP: Logged |
RedT Member Posts: 170 Registered: Jun 2001
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posted 09-24-2001 03:18 AM
I'm so happy with this map and I'm going to tell you all why below:1) Droid is gone: no more waiting for 4 doors to open for hours! 2) BF is gone: used way too much and too tight. With some of the new bases I've seen you can really dodge some nme fire and sneak your way passed. On the old map that was never possible because there was one tight path to base fr. 3) I've been testing this map with a few before it was up and believe me: I had trouble finding entrances! In my opinion this isn't bad because you will know the entrances soon anyways and if you don't someone else will :P And about those newbs leaving when they are confused: maybe it's true...but what do you do as newb? You fight some in center and if you're interested you ask people how to attach because you keep reading: ATTACH TO ATTACK NME BASE! Then if you're in nme base you just follow the rest of the ships, no need for confusion there! 4) About bombline heaven: can be. But a bombline still is far better then 5 nme wallbombers in my opinion! A bombline can be killed using just one brick and about 4 bomber lobbing bombs in; nme wallbombers have to be killed by 2 or 3 people accually flying outside base as well. 5) Nice new goals, will make nice bases if there are little people flagging as well. 6) Tileset = I like pieces where you fly under. Nothing more for now.. IP: Logged |
Raynor Moderator Posts: 910 Registered: Aug 2000
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posted 09-24-2001 07:34 AM
what revenger said proxbombersafehiders.... G.!i dont like the safes, but ive already been told they wont change them back into centersafe.... IP: Logged |
Omega_Phase Member Posts: 84 Registered: Apr 2001
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posted 09-24-2001 12:21 PM
so far i think it is good. even the little bases i think r6 or so. anyhow that one can hold its own when defended right ( i am atlking about the lil spiral by the upper right corner somewhat).this is looking good to me. granted the entrances as of now are very in depthed and seem to take a lil while to get into (the new cc) just seems too complex at the start but once in side you can run right through it. it will all work over time. the only thing i do not like is that the bases in the lower right are too liney. they have soo many walls that they look nuts on the radar but once inside them the ciomplexity isn't that great. other than that it seems kewl. O_P p.s. ff or jad just wondering how i could get into the swzMMG...ff u have seen my work email me o_phase@hotmail.com IP: Logged |
just a decoy Member Posts: 253 Registered: Oct 2000
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posted 09-24-2001 12:33 PM
Tested nearly every bombline last night. The ones that I was concerned about being too strong. We were able with and without caps, and with and without people using prox and I am happy to say I saw that every single bombline got broken through.We just need to get used to this style of game again. I enjoy the amount of teamwork it takes to get past a well formed bombline and its very rewarding when you pull it off. You either need to brick and counter bomb, have all but 1 teammate rush while the ppl in in the front sucicide so others can make it up the tube. Or if caps are in play he has to have a full charge and take the damage for the team. I really enjoy the wide tunnels, dead ends and yes even the hidden fly under walls (since I know all the "secret" entrances hehe). It's not so cramped in the bases now you got room to dodge and fight. An added benifit is people who used to lag out with 30 ppl cramped and fighting on a screen should lag out less now. One thing I noticed last night was both teams traded bases over and over. This is good it means we reached a balance where it takes a higher level of teamwork and skill to win a game. I also want to point out for the record this map has less yes LESS bases than the previous map. It just looks like more because they are bigger, more open, and we have all that lovely filler material that slows you down on the way to bases. We had to slow flaggers down a bit on the way to a base. G2 map had doors enclosing the center. Previous map hap planets. This map has "b4 you get to the base" areas to slow you down. This was important to do as the bases are not that tight and without this extra material to fly through you can get to most flagrooms in 30-40 seconds . Last thing I want to reiterate is just like ff said this is YOUR map now. Everyone now has access to the tile set and if you see something you want to change for the better. If got a new killer base you would like to see get some playtime please dont hesitate to submit it! Of corse we can't and won't use everything that's submitted but our minds are open and I would like to see something new or different every reset so things do get so stale. The top 5 WILL be updated every reset and we can slip in updates since folk will have to download the map again each reset anyways. IP: Logged |
comet_dragon Member Posts: 49 Registered: Apr 2001
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posted 09-24-2001 10:04 PM
good job swzmmg! the powder room is a really cool base, and about my previous post, you are right ff. thnx for pointing out. i am glad theres finally room to breathe. i like the new map. yay.[This message has been edited by comet_dragon (edited 09-24-2001).] IP: Logged |
BloodDrinker Member Posts: 522 Registered: Feb 2001
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posted 09-24-2001 10:52 PM
How come I'm not a member of the guild yet? I'm the map master! Bah... no fun zetas wont let me in their treehouse. =( IP: Logged |
olive Member Posts: 154 Registered: Oct 2000
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posted 09-24-2001 11:13 PM
FF, Great Work! i love it, its almost a mirror of one of the most beloved maps ever, you all know the one, g2, monkey, the real ladies etc :P any ways ff i think its great, i wasnt fond of those small tightly packed bases much any ways, and well the 4 planet thing was getting old also :P this is just wonder full! one thing the tile set is a bit to greyish :/ wheres our classic blue cmon! other than that, very very balanced bases, taking a base is much harder, and we all know the skill level and the population here really needs to go up, and another thing im happy to see is, no more rocketing lunitics, now when you try to fly through a base, your meet with a massive line of blue mass :x great work!IP: Logged |
Big Panthis New Member Posts: 4 Registered: Sep 2001
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posted 09-24-2001 11:24 PM
I would echo Olive's comment about color... some bright colors would be cool. Too many games these days are dark,and dismal looking.
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The Thought Police Member Posts: 118 Registered: Jan 2001
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posted 09-25-2001 12:26 AM
Very nice work on the new map. I see much great potential for strategy, it brings back the feel of the map we had prior to the last.What I like the most about the base design is that the bases are no longer just a single path from entrance to fr, but more of a complex structure that has many "hiding spots" where attackers can retreat to and regroup when being flanked. ------------------ "There is only one offence, is there not?" -1984 IP: Logged |
WhizzBanger Moderator Posts: 156 Registered: Aug 2000
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posted 09-25-2001 06:22 AM
New map..Before commenting on the map, i would like to say that you have to play the map for like, a week or maybe two to really know the map. I do agree on some parts though: This tileset is REALLY grey. I like it, but please add like.. a little more color in it, but dont get back the old blue one 8) 2nd, the safezone tiles suck :P I think they should stand out a bit more, maybe THEY should have some color. And remove the staff lounge replace it with the killer base jad :P staff lounge is only used by people who think it is cool to hide their flags there (yay) ill comment more on bases later, havent played them that much. Cya ~ whizzy IP: Logged |
DCR Member Posts: 637 Registered: Aug 2000
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posted 09-25-2001 06:46 AM
Dark and dismal is good. Make the safezones pure black or at least really dark grey..the safe hugging losers will have a hard time seeing them then and will die more easily.------------------ - DeathComesRipping 6 time returning champion on Who Wants To Be An Asshole? IP: Logged |
Omega_Phase Member Posts: 84 Registered: Apr 2001
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posted 09-25-2001 11:38 AM
i agree with whizz on the lounge area....input one of my bases...the mmg(ers) know where to find my bases...or i could make a new one :PO_P IP: Logged |
Revenger Member Posts: 74 Registered: Sep 2001
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posted 09-25-2001 02:50 PM
Also, I remember someone say that this map would be the end of wallbombers, and that htis map is very difficult to wallbomb, but there are spots all through the map that have wallbombing spots, especially the flagrooms. You can still se burstale pretending like he has some skill because he has a positive record.-Rev IP: Logged |
Slyth Member Posts: 461 Registered: Dec 2000
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posted 09-25-2001 03:28 PM
The staff lounge is a great place to take squad screenshots I say leave it in. The map looks great. FF and JaD have done a great job designing the bases to try and bring back some skill and teamwork to SWZ, for example, the bomblines. The only slight complaint I have is the layout of the map. Entrances to some bases can be confusing at times to say the least. Other than that I love the map. GJ guys. IP: Logged |