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[RDM] Ruined Ruins that were Ruined (RRR)

Discussion in 'Maps' started by Kouji, Apr 4, 2012.

  1. Kouji

    Kouji Cold, Uncaring, Sadistic, Evil and Cruel Meanie Administrator Global Moderator Forum Moderator Tester
    1. MOLEing Over Large Estates - [MOLE]
    2. REKINS OF SEAS: Super Crew of Ultimate Havoking 2: Return of King of KAG: Chapter 420blazeit - REKIN

    Messages:
    2,910
    Hmm, well I wanted to take a crack at making a true RDM map so this is my first attempt. I don't play RDM as much as I should so I can't really tell if it's balanced or not since it's asymmetrical. I think it is, but I can't be sure. Feel free to tell me if any one block or path is too op.

    Map version 2:
    rrrv2.png

    Screenshots:
    screen-12-04-09-16-40-11.png
    screen-12-04-09-16-40-27.png
    screen-12-04-09-16-40-21.png

    Older Versions:
    Map:
    rrr.png

    Screenshots:
    screen-12-04-04-15-14-54.png
    screen-12-04-04-15-15-08.png
    Anyways, please do tell me of any balance issues or things that should be changed since it's very important for RDM.
     
  2. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    Putting resource deposits even on RDM maps = sign of true class.

    Gameplay wise it looks pretty good. The center looks like it has decent flow to it, though I would personally make the gaps on the top path a little smaller, as well as maybe shake up the heights and thicknesses a little bit more. Just maybe ever so slightly red biased, but that's ok because KAG is naturally stacked against red and you can't really get too caught up in balance (like I do) as you lose a lot of flavour. The bottom looks a bit superfluous though, it's pretty excessive for how little actual traffic it's going to get. I wouldn't suggest you take it this far but even just a two tile high straight tunnel would serve its purpose just as well- I can all but assure you it's role will generally be confined to flanking route.

    Aesthetically it looks ok but feels like it could use more. I have no idea how robust map making is currently but some rubble even in just strategically insignificant spots would improve the look a lot. Maybe take a look at Mishka's Floating Islands map- he uses stone deposits mixed in with stone blocks to create a decaying look really effectively. Since bg tiles don't affect gameplay you have some room to play around with there, you could maybe have some bits suggesting towers or something. Mixing in the bg tiles underground is good, but you could also try mixing in some stone tiles as well to suggest that they were previously intentional pathways- try to hunt down Geti's Lazylands if you can find it.

    One big thing though is it kind of suffers from a divorce between spawn area and center piece. The whole map doesn't feel like a continuous whole to me, yaknow?

    Just my opinion at a glance though, things always work differently in practice.
     
    Kouji likes this.
  3. Kouji

    Kouji Cold, Uncaring, Sadistic, Evil and Cruel Meanie Administrator Global Moderator Forum Moderator Tester
    1. MOLEing Over Large Estates - [MOLE]
    2. REKINS OF SEAS: Super Crew of Ultimate Havoking 2: Return of King of KAG: Chapter 420blazeit - REKIN

    Messages:
    2,910
    I took your advice Contrary.
    Couple of changes in the new version:
    • Added more backwall/dirt to make it look like a castle
    • replaced some castle blocks/added Bedrock, Thick stone and Rubble to make it feel more "ruined"
    • moved trees and added branches to give a feeling of overgrowth, may have to move the position of some of these simply for balancing though
    • didn't remove the tunnel, but I did block part of it off with dirt. It becomes visible if some rubble is broken, but you'd still have to dig to get in that bottom tunnel. It's mainly staying there as an aesthetic.
    • did change some of the platform positions
    Not sure if it's any more less balanced now but I do feel that at very least it's somewhat more aesthetically pleasing.