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Higor
05-02-2013, 01:51 PM
This is an unused map in Unreal 1 (comes with the CD and can't be launched in multiplayer), so it's reaaaaly old.
Decided to use it because it's layout is perfect for CTF/Siege if I made a few edits.

Download:
http://www.unrealkillers.com/higor/GT/Gateway.7z

Map is suitable for Siege (16 players), and CTF both NW and Insta (8 players).
It has great detail, surprises me considering it was made for Unreal and due to this, the hallways aren't as spam effective as in other small maps.

Screenshots:
http://www.unrealkillers.com/higor/GT/GT1.jpg

Contains a heal pod accessible with translocator.
http://www.unrealkillers.com/higor/GT/GT2.jpg

I created a portal between the lower and higher level, defending and attacking in this map has a unique feeling, bringing something new to the gameplay.
http://www.unrealkillers.com/higor/GT/GT3.jpg

http://www.unrealkillers.com/higor/GT/GT4.jpg

http://www.unrealkillers.com/higor/GT/GT5.jpg

|uK|Chronox
05-02-2013, 07:25 PM
Announcer voice:

HOOoooLY S-SHIIIIiIIT !!!

Now this is something, set the PLayer slots back to 16 please. It would make my day ! Awesome map Higor

Como siempre haciendo cosas cheveres.

'Zac
05-02-2013, 07:28 PM
PLZZ 16!! 11 v 11s??? its equivalent to niven with a 30 v 30
also, looks like a cool map Higor. Looks very good

Higor
05-02-2013, 07:58 PM
This map has two interesting facts:
Noob siegers will fail hard.
Favours players with extreme reaction times.

You need good movement skills to get out of the water pool below the core.
You need good sense of placement in order to properly understand the lower path.
You need to have very advanced build skills in order to make a proper defenses (clue: consists on 3 stages/layers).
You gotta react very quick on the corridors, which due to their detail, don't bounce flak and ripper spams as one would hope.
Lifts are intentionally slow, you gotta figure out a way around that...
There is one critical teleporter spot that can end a game.
And if you want to completely lock out the portal to prevent any nuking from that side, you must discover what set of buildings will do it, while letting you shoot and defend from the core room.

RunAway
05-03-2013, 09:35 AM
i think the core is too open for attacks in this map

SAM
05-03-2013, 10:45 AM
That's what I said....I suggested core be moved directly under where it currently is

'Zac
05-03-2013, 11:22 AM
the core is too open? just a container blocking fire from the foward hallway and a mine on both portals. I think its fine the way it is.
oh yeah, almost forgot. whys the map in a .7z type file?

RunAway
05-03-2013, 12:21 PM
so place more ru stones to take on the begin of the map... this would be fine! :smile:

'Zac
05-04-2013, 10:59 AM
he's on a test server, its not like the public or pug server

|uK|chiseller
05-04-2013, 01:48 PM
Played it yesterday, really liked it.

RunAway
05-04-2013, 03:15 PM
siege source is in C++ ?

~~D4RR3N~~
05-04-2013, 05:12 PM
siege source is in C++ ? lel no
UnrealScript I think

RunAway
05-04-2013, 06:08 PM
very seem, thanks!! lets have fun playing! hahahaha

Novak
05-05-2013, 11:48 AM
Want to get a good play out of this map. The first two times I played it the game was literally over in a few minutes or less. Making a cont to block shots at the core is nice in theory, but if there is one thing we know about siege public it is that defensive tactical employment is woefully low. I think the issue is that the map is so small that players just rush into a base and do so much core damage that the game can't really get started. If both teams had decent D to start it might be different, but if the map gets a bad rap it might not get voted enough to see some good games.

Two possible fixes for a V2:

1. Move core into one of the clear plasma areas to the left or right of where the core currently is to take out the core shooting from the hallways. Give the ability of players to jump back up from underneath on 3 of the 4 rail bridges (not next to the core).

2. My preferred option: Move the core underneath its current location, laying just above that little water patch. Players jump down to attack core and have the ability to jump back up to all four rail bridges rather than just 1 of the 4 as is the case currently.

Additional possible add-on: more RU crystal exception to start to build defenses more quickly.

A related aside: I thought that on the map 'Epic-Apes', players would eventually adapt and figure out how to defend it, knowing that the vent tele will happen each game. This never happened and the map never gets played anymore. I just don't think there are enough defensive instincts with players on public at large to put too much responsibility on them to make defenses early in a game to prolong a game more than a few minutes. They will just lose interest. Building defensive incentives into a map is good, but there has to be a certain threshold of difficulty to reach the core to make a map playable.

Will look to play the map more and add further comment.