View topic - WIP Map: Pacman


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 Post subject: WIP Map: Pacman
PostPosted: 24 Nov 2010, 16:22 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
yoyo i finally made a map that is decent enough to show, hooray.
Its a 8x8 2 player map:

Image

Before I publish, I would like to hear some critics.
ie ideas for geovent placement (big green=start positions)
will probally add at least one more vent at top middle over the T wall.

The kicker are the tunnels :shock:
Wraparound map :shock:
Eatable dots not included :/
If someone has a good idea what the dots would be good for...?

2 games dotwar'ed:
http://www.youtube.com/watch?v=EGaahexSBe4
thanks googlefrog for playing.

He said system might be super-OP on this map but I am not so sure. ie Network's "Connection" unit can shot over the walls. Yes, System's pointer can do that but suck at everything else.

WIP map:
http://www.file-upload.net/download-299 ... n.sd7.html

Also wtf @pathing :?

----edit---
Due to no recent advances, just consider this "final":
http://springfiles.com/spring/spring-maps/pacman-map


Last edited by knorke on 18 May 2011, 19:33, edited 1 time in total.
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 Post subject: Re: WIP Map: Pacman
PostPosted: 24 Nov 2010, 16:24 
Tournaments Moderator
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Joined: 08 Dec 2007, 17:39
Location: UK - England
Make uber portal to transfer units from one tunnel to the tunnel on the other side!
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 Post subject: Re: WIP Map: Pacman
PostPosted: 24 Nov 2010, 16:26 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
do you like tunnels that much you'd like a tunnel in your tunnel?
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 Post subject: Re: WIP Map: Pacman
PostPosted: 24 Nov 2010, 16:28 
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Joined: 23 Oct 2004, 00:43
Nothing in the cherry spot?
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 Post subject: Re: WIP Map: Pacman
PostPosted: 24 Nov 2010, 16:43 
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Joined: 17 Sep 2010, 14:49
Maybe switch starts to be in diagonal corners? And give the corners without a start another geo. Would make the wraparound used more, and allow wider maneuvering otherwise too.
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 Post subject: Re: WIP Map: Pacman
PostPosted: 24 Nov 2010, 16:44 
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Joined: 22 Feb 2006, 01:02
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is that between the 2 bottom T walls?
Thought maybe its cool to have the lower half somewhat free and expansions more in middle/top.

Johannes:
map is only vertically mirrored ;)
so cant have diagonal startpos
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 Post subject: Re: WIP Map: Pacman
PostPosted: 24 Nov 2010, 17:53 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
woo finally a kp map that doesn't burn your eyes.
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 Post subject: Re: WIP Map: Pacman
PostPosted: 24 Nov 2010, 21:06 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Nice, but it looks untextured.

I like the six geo position, don't change that.

The walls don't block color wars. :?

And would someone please fix Spring pathfinder?
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 Post subject: Re: WIP Map: Pacman
PostPosted: 25 Nov 2010, 03:00 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Any ideas for texture?
Maybe something to mark the geovents spots.
It indeed does look a bit empty but with units on its nice imo and looks "clean." I agree some other KP maps are hard on the eyes.


Colorwar is blocked by walls? I remember it climbing it over everything the few times I tested it. Needs unpassable terrain for the walls?
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 Post subject: Re: WIP Map: Pacman
PostPosted: 25 Nov 2010, 05:18 
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Joined: 02 Jul 2008, 06:11
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imo would be really awesome to have very low metal mex spots as the edible dots. Ofc if this is specifically for KP they'll not be very useful but can be played with other games.
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 Post subject: Re: WIP Map: Pacman
PostPosted: 25 Nov 2010, 12:53 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
zwzsg wrote:
Nice, but it looks untextured.

I like the six geo position, don't change that.

The walls don't block color wars. :?

And would someone please fix Spring pathfinder?


dude.
I have an idea.
Do you think you can add like faces to the units? i.e. each unit would have like eye in some form or eyes and mouth.
Either the model/texture itself or just a gadget that added them to every unit.
I think it has the potantial of looking very cool and make the units feel more personable.
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 Post subject: Re: WIP Map: Pacman
PostPosted: 25 Nov 2010, 16:06 
Spring Developer
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Joined: 22 Sep 2007, 08:51
add more start positions.
as you say, the map is for 2 players, but more star pos can't really hurt. maybe two at top (3 & 4) and two in between (5 & 6).

edit: moire -> more :D


Last edited by hoijui on 26 Nov 2010, 12:01, edited 1 time in total.
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 Post subject: Re: WIP Map: Pacman
PostPosted: 25 Nov 2010, 16:19 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
i think moire start positions might maybe hurt the players eyes?
*ba tam tszz* :roll:

Actually there are 2 more start positions at top. Too many start positions can be bad though, if players start at wrong positions because they did not pay attention to team numbers. Always find that quite annoying...Anything > 2v2 is always played with boxes anyway.

Something else, is it possible for maps to change the smoke of geovents? I think for this map it could be a bit brigher or remove it maybe? Then I could put some ceg effect around vents because I could not come up with a good texture to mark them.
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 Post subject: Re: WIP Map: Pacman
PostPosted: 19 Dec 2010, 18:29 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
I like the gameplay, but the texture looks unfinished.

Would you make a version with fancier graphics?




Pic related:

Image
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 Post subject: Re: WIP Map: Pacman
PostPosted: 19 Dec 2010, 19:11 
Blood & Steel Developer
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Joined: 25 Aug 2004, 12:31
Location: Has not played *a in years.
make it glow and in spain?
http://www.slipperybrick.com/2007/12/pa ... tmas-tree/

I love the continuing map edges, but those walls as blockers are crucial!
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 Post subject: Re: WIP Map: Pacman
PostPosted: 18 May 2011, 19:32 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
I really wanted to make a more fixed and prettier version but did not ultimately manage. Guess I am just not good with graphic editing or map making.
So since appearently the map got included in KP 4.2 (weeeeeeee!) I've uploaded to springfiles so lobbies can also get it:
http://springfiles.com/spring/spring-maps/pacman-map
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 Post subject: Re: WIP Map: Pacman
PostPosted: 19 May 2011, 07:33 
Zero-K Developer
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Joined: 10 Sep 2008, 02:11
Location: Bayesian space monkeys
:mrgreen:
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 Post subject: Re: WIP Map: Pacman
PostPosted: 26 Jul 2011, 13:59 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
due to http://springrts.com/mediawiki/index.ph ... ldid=22588 :
Quote:
Kernel_Panic#License:|FOSS, with only 2 FOSS maps]])<!-- Since you should be able to remove those, I wonÔÇÖt mark it as non-free. Other maps have non-free license or no license at all.)


this map is FOSS, anybody is allowed to modify it.
some notes if somebody really is bored enough to do so:
-please change name, so that there will be no sync problems.
-do not call it "pacman_version2" but rather "pacman_fork_by_yourname" or something.
-the teleport lua has a bug if portals are not on the same height level (fixed version is somewhere on forum)
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