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jay2
07-02-2014, 01:44 AM
Been working on this one for a while now.

Thanks to the following for help and advice:

-Chamberly
-Diisturbed
-Severed
-Higor

Yes, you can skate on the ice by holding down walk or crouch.

Note: This is the first map I've ever released lol.

https://dl.dropboxusercontent.com/u/124859421/Media/Jay/icearena1.jpg

https://dl.dropboxusercontent.com/u/124859421/Media/Jay/icearena2.jpg

https://dl.dropboxusercontent.com/u/124859421/Media/Jay/icearena3.jpg

https://dl.dropboxusercontent.com/u/124859421/Media/Jay/icearena4.jpg

https://dl.dropboxusercontent.com/u/124859421/Media/Jay/icearena5.jpg

Chamberly
07-02-2014, 01:45 AM
A new siege map has born! YAY! Ty!

jANOSIK
07-02-2014, 07:22 AM
Thanks for the new map:)

HIGH+CAMILO
07-02-2014, 07:42 AM
Thanks for you work here.

Look likes ANDACTION siege.. hehe

BONZ
07-02-2014, 08:27 AM
Thanks for the new map, if it's on the list next time I play will be voting for it to give ti a go

|uK|kenneth
07-02-2014, 01:08 PM
|uK|chiseller damn i love ice skating!

|uK|chiseller
07-02-2014, 07:40 PM
What? There's no link.
Looking good though

Chamberly
07-02-2014, 08:22 PM
Not ready yet, but is coming soon.

HIGH[+]AdRiaN
07-02-2014, 08:32 PM
next time you guys make the map layout, and let try to decorate it okay?

jay2
07-02-2014, 09:09 PM
What? There's no link.
Looking good though

The link has been pmed to Blaze so it should be added whenever he gets on lol :\ unless there is someone else I can pm it to :o


AdRiaN;76071']next time you guys make the map layout, and let try to decorate it okay?

Let you try to decorate it? Sure, I dont mind, your maps look very good :)

Thanks for the comments all.

Disturbed//*.
07-02-2014, 09:55 PM
AdRiaN;76071']next time you guys make the map layout, and let try to decorate it okay?

It'S his maps not "ours"! He picked the layout, "we" just tested it.

BONZ
07-03-2014, 09:00 AM
This is the last map Adrian decorated

http://img.allvoices.com/thumbs/event/609/480/105017405-the-room.jpg

Chamberly
07-03-2014, 09:13 AM
LOOOOOOOOOOOOOOOOOOOOOOOOL HAHAHAHAHHAHAHAHAHHAAHAHAHAHA!

HIGH[+]AdRiaN
07-04-2014, 11:54 AM
This is the last map Adrian decorated

http://img.allvoices.com/thumbs/event/609/480/105017405-the-room.jpg


kkkkkkkk
ape

HIGH+CAMILO
07-04-2014, 12:37 PM
LOOOOOOL

Novak
07-04-2014, 01:26 PM
Redirect or something on the map is off as of just now. It loaded Firepot.

.seVered.][
07-04-2014, 01:41 PM
It'S his maps not "ours"! He picked the layout, "we" just tested it.

Actually, WE were only 'advisors' on the design. Chamberly's was scheduled to final test it, not sure if she was available before it got posted.

The gametype is set to SiegeIV and wont play on Siege Public.

jay2
07-04-2014, 01:46 PM
[;76122']Actually, WE were only 'advisors' on the design. Chamberly's was scheduled to final test it, not sure if she was available before it got posted.

The gametype is set to SiegeIV and wont play on Siege Public.

This has been fixed in the latest version I released and I even opened it and took a screenshot to prove it lol

https://www.dropbox.com/s/w9bcnebuob47zs2/mapscreenshot.png



Sorry, I completely forgot I had it set to that :\

Chamberly
07-04-2014, 01:59 PM
A new link was given, due to missing file. ;)

|uK|B|aZe//.
07-04-2014, 02:24 PM
roflololol adrian decorating maps ahahahahaha

anyway its redirected

Disturbed//*.
07-04-2014, 02:36 PM
[;76122']Actually, WE were only 'advisors' on the design. Chamberly's was scheduled to final test it, not sure if she was available before it got posted.

The gametype is set to SiegeIV and wont play on Siege Public.

Game mode needs to be CTF.

Novak
07-06-2014, 12:17 AM
I enjoyed this map. Someone suggested that the side hallways be "iced" but I'm not sure that is such a good idea, maybe overkill.

I think the glass wall in front of the core should probably be raised so bio can't be shot onto the core from the 2nd level entry point. Makes it a little too easy. I do like how one has a view all the way to enemy base at that level. Haven't explored the 3rd level much.

jay2
07-06-2014, 02:47 AM
I enjoyed this map. Someone suggested that the side hallways be "iced" but I'm not sure that is such a good idea, maybe overkill.

I think the glass wall in front of the core should probably be raised so bio can't be shot onto the core from the 2nd level entry point. Makes it a little too easy. I do like how one has a view all the way to enemy base at that level. Haven't explored the 3rd level much.

I appreciate the insight Novak. Yes, hallways iced would be overkill.

Raising glass sounds like good idea. I will incorporate it into v2.

I also had suggestions to take roof off and also to bring nuke room down above mid and make it so the two teams fight over it. I'm willing to listen to suggestions and incorporate them into V2. Thanks.

I'm also working on the following two maps:

This one is a 4 person map and is quite lulzy
https://www.dropbox.com/s/fp7tukqvyja2f0r/test.png

This one is a slime map with bouncers
https://www.dropbox.com/s/21jxg8oidctfgk7/Screenshot%202014-07-05%2023.37.11.png

Thanks for input all.

|uK|B|aZe//.
07-06-2014, 06:51 AM
still to play this if its anything like icepost where the low is "skateable" and upper level normal as well as the gameplay of the map itself then i look forward to it

Novak
07-06-2014, 11:01 AM
A question I had internally after playing it once is that the map seems very small, meaning it takes very little time to cross over into enemy base to launch and maintain a full-scale attack. Certain maps that are smaller have this disadvantage in a public game where the map ends quickly if there aren't enough players who know how to defend (often the case). Raising the glass wall helps alleviate part of that concern since one can't just hammer up to the 2nd level and stay up there while attacking core, although I am sure there are other creative ways to do so that may involve tweaking or expanding the map.

Personally I like the two separate nuke rooms for this map. There are two ways to go with it. If there is only one nuke room there is intense battling for it which has some appeal. But having two, one on each side like you created it, makes it so nuke rooms can be taken over which is fun strategy but often times each team will have a nuke room which is good for attacking both ways. I like the way it is set up, not sure how much I like how the nuke rooms teleport to a location right next to each other where you can see the enemy pick up the nuke and what items they use while nuking. It removes the element of surprise. But it's all in how you want battles to play out on your map, what the character of it all will be.

Right now the nuke tele portals are kind of like the ones on BeerWars except for the fact you are right next to the enemy's nuke room. Siege vets know how those rooms can be stolen and secured, which adds quite a wrinkle into certain matches.

Chamberly
07-06-2014, 02:05 PM
Nuke room- They are there to provide equality to both team and less complaining about tele dead. To actually steal the opposite team nuke room, have plenty of RU, build supermine, then start securing it and add your own tele. Or have a team mate with you, it's not a secret. lol.

I don't think the map was made for more than 6v6-8v8 gameplay competition wise.. If it get more players than that, it'll be like a fun little chaos like Niven and Simplex but more alternative to get out than just 1 direction.

The clear view to nuke room and down is fun, but can't always spot someone who is nuking once they become invisible with the invisibility build. :D I see we are having a mix of many to few players, so I thought the map is appropriate for the mix in between so other wouldn't be bored of overplaying bathroom and niven.

& I'm waiting for Higor to help me finish another siege map I been wanting to release... the rest of the details on this stay secret until beta test and public release.

jay2
07-06-2014, 02:25 PM
A question I had internally after playing it once is that the map seems very small, meaning it takes very little time to cross over into enemy base to launch and maintain a full-scale attack. Certain maps that are smaller have this disadvantage in a public game where the map ends quickly if there aren't enough players who know how to defend (often the case).

Raising the glass wall helps alleviate part of that concern since one can't just hammer up to the 2nd level and stay up there while attacking core, although I am sure there are other creative ways to do so that may involve tweaking or expanding the map.

Personally I like the two separate nuke rooms for this map. There are two ways to go with it. If there is only one nuke room there is intense battling for it which has some appeal. But having two, one on each side like you created it, makes it so nuke rooms can be taken over which is fun strategy but often times each team will have a nuke room which is good for attacking both ways. I like the way it is set up, not sure how much I like how the nuke rooms teleport to a location right next to each other where you can see the enemy pick up the nuke and what items they use while nuking. It removes the element of surprise. But it's all in how you want battles to play out on your map, what the character of it all will be.

Right now the nuke tele portals are kind of like the ones on BeerWars except for the fact you are right next to the enemy's nuke room. Siege vets know how those rooms can be stolen and secured, which adds quite a wrinkle into certain matches.

Thanks again for your advice Novak. In V2 of the map the following changes have been made:

- Glass infront of core has been raised
- Map optimization to improve performance
- Roof above mid has been raised so you can stand on top of mid

Making the nuke room wall not see-through may be a good idea as well because you're right, it does add an element of surprise.

|uK|kenneth
07-06-2014, 04:23 PM
gj on this map man don't stop making maps your doing a great job:excitedj:

Chamberly
07-06-2014, 04:24 PM
Roof above mid has been raised so you can stand on top of mid

Where did this come from? Only a crazy camper tell you what to make for camper to camp at! lol.

.seVered.][
07-07-2014, 04:12 PM
still to play this if its anything like icepost where the low is "skateable" and upper level normal as well as the gameplay of the map itself then i look forward to it

I also enjoy the skating! I wonder if the velocity or rate of increase in speed when you crouch/walk can be increased, so it boosts you to a fast speed quicker?

Disturbed//*.
07-07-2014, 05:17 PM
[;76195']I also enjoy the skating! I wonder if the velocity or rate of increase in speed when you crouch/walk can be increased, so it boosts you to a fast speed quicker?

Might as well just teleporter from your base to there base if you want to up the speed.

|uK|B|aZe//.
07-08-2014, 08:38 AM
Might as well just teleporter from your base to there base if you want to up the speed.

this

'Zac
07-11-2014, 03:21 PM
Could make this map in one night with my left eye closed and just using my left hand...too bad I retired.

Disturbed//*.
07-11-2014, 05:34 PM
Might of "retired" but you still suck! :)

'Zac
07-11-2014, 06:11 PM
Might of "retired" but you still suck! :)
And how many maps you have on servers? 1...2?
Oh wait you don't a map that you made from scratch on the servers....oh i cri everytim

|uK|B|aZe//.
07-15-2014, 05:04 AM
neither do you zac I deleted all your "Z" maps 'Zac

.seVered.][
07-16-2014, 01:09 PM
Might of "retired" but you still suck! :)


Could make this map in one night with my left eye closed and just using my left hand...too bad I retired.


neither do you zac I deleted all your "Z" maps @'Zac (http://www.unrealkillers.com/member.php?u=1763)

This is all fun and games and all ... but you COULD all just go to the IRC channel and talk about it LIVE and get DIRECT input about REAL things that you could see together and at the same time... then there would be no 'He said, She said' ..only actual work on real projects ... unless your retired ...or CHICKEN... Here's a personal link for you to jump right in with.



'Zac (http://webchat.globalgamers.net/?nick=Zachary&channels=CodeReview)

|uK|B|aZe//. (http://webchat.globalgamers.net/?nick=BlaZe&channels=CodeReview)