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Post by McNite on Apr 25, 2006 14:10:45 GMT
Its time for the Third Playtest of Warbell[/color] day: Saturday 29th of Apriltime: 4pm Texas/Winnipeg / 5pm NY / 10pm UK / 11pm Stockholm/Hamburg / 8am (on sunday) Melbourneserver: ]UBC[ |TheRiver| 9mapsIP: 194.105.135.3:27960pw: ask McNite on saturday invited: ]UBC[, B|D and SNA/FBF* and others that are interested All participants should have teamspeak for easy communication. The map will STILL NOT be finished by then, and look odd in some places. Main testing is about gameplay. Major changes from maptest #2:a) changes in the Guardhouse (one more teamdoor for Allies that will open when the Guardhouse is being taken over) b) more slippery roofs c) Allied spawn in Monastery changed back due to feedback by Der'Saidin d) looks improved a lot, especially the Guardhouse is pretty much done as a building
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Post by McNite on Apr 26, 2006 17:35:05 GMT
Ok, now that we invited both B|D and SNA/ FBF* to the playtest we hope that we ll actually get a full house with 20 players. So just in case you want to connect and the server is full, plz keep checking for an open slot. The playtest is aimed at testing Warbell with 20 players, and we really need your help there
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Post by McNite on Apr 27, 2006 0:17:40 GMT
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Post by McNite on Apr 27, 2006 21:50:00 GMT
Here come some good news: our provider allowed us to increase the number of slots for the playtest which means its unlikely that anybody will not get a slot. A big thx goes to our provider And here is another pic... messed a bit with the sky today:
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Post by McNite on Apr 29, 2006 20:13:10 GMT
Here are the details for tonights playtest:
server: 194.105.135.3:27960 (our server) password: (find it in McNite's msn OR ask us on TS)
The Teamspeak used will NOT be ours but the M8D teamspeak!!!
TS IP: 213.114.114.164 TS channel: M8D Gather >> and then join us[/b][/color]
You ll get the mapfile with a fast download from the server.
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pax
]UBC[ clan member
Posts: 373
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Post by pax on Apr 29, 2006 20:26:17 GMT
See ya there around 5pm our time
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Post by schlauch on Apr 30, 2006 9:24:39 GMT
thnx again for the invite, it was some nice fragging and the map is really fun!
My comments about the gameplay? Not that easy, at the beginning I thought the map really favours the defenders in the last stage until I found several more pathways/ladders/entrances that lead up to the bell constructible, so with proper map knowledge that should be possible to accomplish. In the inside, well thats still a bit mazy for me but I found my way around. Maybe it is an option to modify some textures a bit or add some markers / direction signs that help finding your way around more easily.
How much time is there to accomplish the map? Was it 15 mins?
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Post by McNite on Apr 30, 2006 13:08:51 GMT
Thx to all ]UBC[, B|D's and FBF*s who joined our playtest last night. It was great having 18-20 players in for several games. I think Kach and me got some good impressions on what the last stage needs to be easier to play. @ Schlauch: its 18 minutes. And the thing about "finding your way around" is exactly what we think needs improvement. These are my thoughts so far: 1. Terrain of First stageThis only needs decoration now... from what i could see, its very playable and provides good fun. The structure in front of the guardhouse is sufficient. What s the feedback from the snipers/Heavy Weapon soldiers? 2. Caves of First stageNeed to be used more, but that s a learning thing. The entrance to the Guardhouse can be defended ok but not too easily (what do u think Der'Saidin?). 3. Guard HouseWhat s your impressions here? Didn't notice much except good fighting. We ll give the teamdoors the star instead of the eagle though (thx for that suggestion). 4. Area from Guard House to Command Post and CPMaybe some terrain modification, but looked ok to me. With the 2nd exit from the Guard House and the cover I d say Attackers can do this stage well (unless its uneven teams of course). Is something needed to prevent the attacking team to be pinned down in the Guardhouse? 5. Caves of 2nd stage and exit from themLooked like Allies didnt have a hard time shooting Axis down that came that way. Is that because its really that easy to camp, or because only few players were using the covered way down to the lawn (right hand side with a jump down in the cave exit buildings)? 6. Lawn area (will be a cemetary) and Crypt GateThe crypt gate didnt get enough attention from the engs imo, because its a really good way into the building. And I saw it being well defended too. My impression is that its difficult to reach for an eng. Would disabling mines right in front of it help? What s the engs point of view on this? 7. Main Gate and Garden Gate of the MonasteryLooked like it took quite some time to get those gates... for my money those gates shouldn't really last too long. Not sure what made it so difficult. So what do u think? 8. Allied Monastery Spawn and DefenseHere I got the feeling that the lot of roof access is giving a very strong position, and defense is a bit too easy right now. Schlauch already said he had that feeling too, until he found the other ways in and up to the roof. We could make the large roof above the hall with the torches slippery too and thus limit roof access a bit more. What s your impression on the easy defense or would it be ok with better map knowledge? 9. Bell Constructible and Ringing the BellWhat s your thoughts on this? 10. Book and Altar, and SacrificesSuggestions on what could be improved here? Plz post your experiences and suggestions!
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Post by dersaidin on Apr 30, 2006 13:18:31 GMT
2. First phase is nicely balanced as is imo.
4. Its fine as is.
5. Good now theres that big you can drop down inside.
6. Just remove the gate imo. It takes a bit too long. I've talked to Mcnite on msn a bit, and he seems intent on keeping it. If your going to keep it, then I'd say disable mines infront of it and make the roof less accessable. Also consider changing it to satchelable.
8. Grease it up. But not all of it.
9. Bell should not be able to be destroyed.
10. Well, non-gameplay, a tower above this would look very nice from the outside.
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Post by sep on Apr 30, 2006 14:07:15 GMT
Thank you for the chance to review the map with you all!
1. Terrain of First stage Yes, very playable. No need to make changes.
2. Caves of First stage I only took this a couple times until I figured out where it lead to.
3. Guard House All around fighting here was good. Flag & Dyno are normal on a lot of maps. Dyno to keep the flag. Good setup here.
4. Area from Guard House to Command Post and CP With multiple ways out helps. Arty or Covert Smoke is needed if your being held and that is normal.
5. Caves of 2nd stage and exit from them I tried going this way many of times. If allies have it covered it's hard to come this way without more help (arty, Panz, etc.). I think this way you can get up on the Monastery without much notice and suprise the allies.
6. Lawn area (will be a cemetary) and Crypt Gate I agree with your comments. Once known, it will be used more.
7. Main Gate and Garden Gate of the Monastery Allies have a good advantage here. I think because you spawning at back entrance (blocking that entrance), you have the advantage of looking down at the incoming and can plant mines. This forces the axis to play more as a team and work towards one entrance.
8. Allied Monastery Spawn and Defense The broken walls help. I think it just requires the team to push harder and focus on teamwork. Maybe an underground tunnel to come up on the right?
9. Bell Constructible and Ringing the Bell I like it!
10. Book and Altar, and Sacrifices hm...what about if the allies sacrifice to reset the circles?
Thanks, overall the map is awesome. Okay, when can we host it? We going to get exclusive hosting for a limited time?
If you do this again, let us know. I think it was cool, getting on your teamspeak and listening to all your great accents!
Take care, -JC
FbF*Septu
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Post by kach on Apr 30, 2006 15:14:34 GMT
Hello, First of all I want to thank everyone that made it out for the playtest. It was a great crowd, with lots of interaction, and very much fun. I want to see us deal with any remaining playtest issues and get the map finished and released (cause I am sure McNite is dying to get started on Warbell II Redux). After surprisingly little thought I have an idea for the second stage of the map that may be the solution to making it work better. The building across from the abby currently holds two ways down to the cemetery area. In my opinion both areas are exposed and with mines and defense of the crypt door pretty much impassable. Your choices currently when going that way are to either take the stairs, or go to the right and drop down. Both choices end up in the same place (out and exposed to fire in the cemetery area). I think the move to the right and drop down should not exit out to the cemetery area. Instead it should go to a tunnel that leads under and into the abby. The exit of this tunnel may be protected by a sachelable/re-buildable door. The crypt door can be removed and replaced by this entrance. This way axis have a way in that has some cover and it can be built as an underground portion of the cemetery. For the cemetery area it thing there should be stairs on the left going right up. Currently the stairs are one level up and not reachable from the cemetery. This would allow for faster access into the abby and a reason for allies to defend that side more. Given the time limit of the map I think this is a much more fair way to go. My thinking here is that if the defence can be spit up to three main areas then it becomes more of a fair fight. Right now lots of allied players concentrate on the roof of the abby and shoot down to infront of the main door way. This puts them next to the bell mechanism and allows them to cover most access points. Originally I thought we should move the bell mechanism to a lower point inside the abby but I think if we make the changes I am suggesting the mechanism can stay where it is. My solution requires a minimum of adjustment to the current map and could be easily tested. Hopefully I have stated it clearly enough for others to read it and be able to comment on it. Thanks, Kach One other thing I forgot was that I think we need a sound when the book of death is delivered. I would like to nominate $tatik to come up with that sound as he seems to have some fondness for that book. Here is a picture of an overview of what I am suggesting done in Radiant with some highlights (McNite correctly pointed out I should include it).
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Post by ChinaGirl on Apr 30, 2006 16:23:40 GMT
Hi guys
here is my comment on it...
I really can't comment on the playability of it because this is the first time I have play this map, and I missed the walk-through at the start, so comment on it would not be a fair one. But I do have 3 quick suggestion.
1-as Kach said, there should be an announcement to all players once the book have been deliver, or even better, change the music like Venice when the relic is stolen from the church.
2-for the sacrifices, only the axis should be sacrifice. When an allies player walk over the marker, they should be killed, but should not count toward the 3 sacrifices. I don't know if there is one or if I just missed it, an announcement would be nice telling the players that the axis have "x" number of sacrifices left to win.
3-how about putting direction markers on the walls of the castle showing players where to go for the sacrifice room and the warbell. This would make the learning curve of this map a lot less.
You will be amaze how little patients players have to learn a map. 5 Min's into a new map and they still can't find their way around, they will curse the map and disconnect. And from a server point of view, if a map does not attract any players, it will be drop from the rotation.
BTW, I love the sky and the general atmosphere of the map. Minor thing concerning eye candy, how about making the sacrifice area more scary ( a different atmosphere from the rest of the castle) like putting some blood on the floor or walls or something. How about a quick movie of a splash screen at the end of the game after the axis or allies win.
Oh, one more thing, thx McNite and Kach for the hard works you guys have put into this map. ;D ;D
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pax
]UBC[ clan member
Posts: 373
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Post by pax on Apr 30, 2006 17:21:46 GMT
Fun map...didn't realize all that is involved in developing one. I'm one of those players that has to play a map for a few times before being able to play it effectively, you might say I'm "directional challenged" . ChinaGirl mentioned placing direction markers in certain areas......good idea. This way peeps won't get too frustrated learning their way around. Making the sacrifice room more "scary" is a good idea too. Maybe some mist/fog, spider webs in corners along with creepy music when entering the sacrifice room..... Anyway.....thank you for offering us the chance to try the new map out. I'm sure it will be well received.
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Post by schlauch on May 1, 2006 16:51:23 GMT
Good comments there. With some of the mentioned modifications this'll surely get a very good map! I agree with Kach and pax that sounds would really make the map a bit more spicy. There is some examples where the sounds really contribute well to the overall atmosphere of the map (i.e. Bridges, 2Tanks, Venice, Raw Castle, City of Lost Children etc.) and I think some sound around the obj. (when its delivered), in the inside castle (sth. scary) or on the cemetary area (crows)/scenery would be a cool thing...
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Post by McNite on May 1, 2006 19:07:19 GMT
Here s my suggestion for the cryptgate area: The idea is that the exit from the crypt doesnt lead up the sloped stairs which can easily be overseen by players holding the entrance to the sacrifice hall. The new exit will be right on the balcony from which you can get up to the mechanism. Its not quite the stairs up Kach or Der'Saidin suggested, but would be a faster way up there than right now. Also its a bit more clear to memorize, as you don't end up inside the Abbey first coming up from the crypts. To make the destruction of the crypt gate easier we could move it a bit to the left (blue color) so it cant be covered from the main yard. In any case the ground in front of the crypt gate stairs won't be mineable anymore, or at least not that much. I thought a lot about the tunnel idea Kach suggested, but that would mean, you always need players inside the Abbey. For my money it should be possible for the defenders to set up a defense outside the Abbey too without risking having all Axis popping up behind them. The long roof already is slippery, so roof campers only can sit around the mechanism. And we already had a panzer in the playtest taking them out there effectively, i think it was an FBF* who did that quite some times.
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Post by ]UBC[ STATIK on May 1, 2006 23:48:09 GMT
cool test - this is what i noticed laterz -$
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blue
Private
Posts: 20
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Post by blue on May 2, 2006 3:49:30 GMT
LOOL...
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Post by 2ndBadKarma on May 5, 2006 13:11:34 GMT
Maybe the castle could have these sinister and scary things in it like torture stuff, bloody paintings and like some zombie moaning sounds (RtCW singleplayer) And outside wolf howling etc. And when all the sacrifice are done the room fills with bloody (red) water. That could be final scene witch the players see in the game (behind the score board).
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