Eddie's Maps
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rebel_scum
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rebel_scum
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fett42
The SP version is pretty good. rebel_scum mentioned that it ended pretty fast for him. It was the same for me, although I refused to capture the last spawn point until close to the end. I agree that the main starting CPs could be left uncapturable as in the other version of this map. I like the idea of the last team standing.
*edit*
I just played Italia again, the SP version. This time it lasted until there was only 1 person left on the other side but they once again only had one CP under their control. That's ok though because that happens on other maps too. About the only thing I can think of to change that would be increase the ammount of units per team that are on the map at one time. That might make the gameplay worse for this map though.
The only other constructive criticism I can think of is put a CP in the "house". I guess it is a house. I'm talking about the place that can be reached by jumping on the crates or going down the stairs if you're coming from the other direction. Of course if the AI has trouble getting to that area then a CP would be pointless.
*edit*
I just played Italia again, the SP version. This time it lasted until there was only 1 person left on the other side but they once again only had one CP under their control. That's ok though because that happens on other maps too. About the only thing I can think of to change that would be increase the ammount of units per team that are on the map at one time. That might make the gameplay worse for this map though.
The only other constructive criticism I can think of is put a CP in the "house". I guess it is a house. I'm talking about the place that can be reached by jumping on the crates or going down the stairs if you're coming from the other direction. Of course if the AI has trouble getting to that area then a CP would be pointless.
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eddie
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Well guys thanx for test it. You are great help.
back to italia sp (edit v0.85): I moved reb spawn behind the wall and imp spawn behind the house to give more room to the map and to have some extra corridors. Also, there is spawn inside the central house (to see how that will work out and boxes under the window are changed to enterence) and both teams got extra two solders.
I was thinking to finish SP first and then just remove all extra spawns for MP.
You can test it at:
http://www.gametoast.com/modules.php?op ... tit&lid=68
Edit: BlackHawk549 I think I found what you were talking about, thanx.
back to italia sp (edit v0.85): I moved reb spawn behind the wall and imp spawn behind the house to give more room to the map and to have some extra corridors. Also, there is spawn inside the central house (to see how that will work out and boxes under the window are changed to enterence) and both teams got extra two solders.
I was thinking to finish SP first and then just remove all extra spawns for MP.
You can test it at:
http://www.gametoast.com/modules.php?op ... tit&lid=68
Edit: BlackHawk549 I think I found what you were talking about, thanx.
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PaNzErgsp
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Raxor
one thing i noticed, you can actually get outside the compound near the start, maybe you should add an invisible barrier where you cant jump out
this is near the imp/cis spawn
and also maybe add annother courtyard like area for more firefights
it seems like it is very hard to take cps as the capture region is very close
nice ai pathing, testing it just now and nothing like seeing all the bots swarm the cp
nice work and better than the last version
hope you like the feedback
this is near the imp/cis spawn
and also maybe add annother courtyard like area for more firefights
it seems like it is very hard to take cps as the capture region is very close
nice ai pathing, testing it just now and nothing like seeing all the bots swarm the cp
nice work and better than the last version
hope you like the feedback
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eddie
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rebel_scum
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Raxor
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eddie
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fett42
I like the newest version of Italia. I like how you opened up some parts of the level and added some CPs. The gameplay has improved since the last version of this map and so has the overall level design.
The first time I played version .85 I/my team (the Rebels) captured all of the CPs fairly easily. The second time I played I was on the Rebel's side again and it came down to the last guy on the Empire's side and he/they were in control of two or three CPs. So I wouldn't say that everytime is an easy win, which is a good thing.
The first time I played version .85 I/my team (the Rebels) captured all of the CPs fairly easily. The second time I played I was on the Rebel's side again and it came down to the last guy on the Empire's side and he/they were in control of two or three CPs. So I wouldn't say that everytime is an easy win, which is a good thing.
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rebel_scum
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eddie
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Eddie's Italia v0.90 is out
http://www.gametoast.com/modules.php?op ... tit&lid=68
New: a lot + main spawns are uncapturable now, see how that works out...
http://www.gametoast.com/modules.php?op ... tit&lid=68
New: a lot + main spawns are uncapturable now, see how that works out...
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rebel_scum
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fett42
Very nice eddie. I agree with rebel_scum that Italia is now good enough to be a final version if that's what you desire to do. Making the main spawns uncapturable improved the map. Italia and Kastel are two of the best all infantry maps I have downloaded.
BTW, thank you for making so many good maps for this game. You are one of the few people that have made BF have a lot of replay value.
BTW, thank you for making so many good maps for this game. You are one of the few people that have made BF have a lot of replay value.
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eddie
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You guys do not mind that troops just stand around when they reach opposite main spawn? I was thinking of putting them capturable again...
And before 1.0 I will just check/recheck AI paths and add little more decorative stuff if I think of some.
And for MP no nutreals and main will not be capturable - is this called death match?
And before 1.0 I will just check/recheck AI paths and add little more decorative stuff if I think of some.
And for MP no nutreals and main will not be capturable - is this called death match?
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fett42
I didn't notice them just standing around at the opposite main spawn points when I played. I'll try it again later and see if I notice it this time.
The MP version you described is pretty much a team death match except it is last team standing. In DM's you usually play until someone or some team gets a certain ammount of kills/frags or the time runs out. So playing until all of the other people on the other team are dead would be last team standing rules.
The MP version you described is pretty much a team death match except it is last team standing. In DM's you usually play until someone or some team gets a certain ammount of kills/frags or the time runs out. So playing until all of the other people on the other team are dead would be last team standing rules.
