WIP Map: Pacman

WIP Map: Pacman

Moderator: Content Developer

Post Reply
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

WIP Map: Pacman

Post by knorke » 24 Nov 2010, 16:22

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, 20:33, edited 1 time in total.
0 x

User avatar
Jazcash
Posts: 5301
Joined: 08 Dec 2007, 17:39

Re: WIP Map: Pacman

Post by Jazcash » 24 Nov 2010, 16:24

Make uber portal to transfer units from one tunnel to the tunnel on the other side!
0 x

User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: WIP Map: Pacman

Post by knorke » 24 Nov 2010, 16:26

do you like tunnels that much you'd like a tunnel in your tunnel?
0 x

User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: WIP Map: Pacman

Post by Pxtl » 24 Nov 2010, 16:28

Nothing in the cherry spot?
0 x

User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: WIP Map: Pacman

Post by Johannes » 24 Nov 2010, 16:43

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.
0 x

User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: WIP Map: Pacman

Post by knorke » 24 Nov 2010, 16:44

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
0 x

User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: WIP Map: Pacman

Post by Gota » 24 Nov 2010, 17:53

woo finally a kp map that doesn't burn your eyes.
0 x

User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7003
Joined: 16 Nov 2004, 13:08

Re: WIP Map: Pacman

Post by zwzsg » 24 Nov 2010, 21:06

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?
0 x

User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: WIP Map: Pacman

Post by knorke » 25 Nov 2010, 03:00

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?
0 x

User avatar
maackey
Posts: 490
Joined: 02 Jul 2008, 07:11

Re: WIP Map: Pacman

Post by maackey » 25 Nov 2010, 05:18

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.
0 x

User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: WIP Map: Pacman

Post by Gota » 25 Nov 2010, 12:53

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.
0 x

User avatar
hoijui
Former Engine Dev
Posts: 4342
Joined: 22 Sep 2007, 09:51

Re: WIP Map: Pacman

Post by hoijui » 25 Nov 2010, 16:06

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.
0 x

User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: WIP Map: Pacman

Post by knorke » 25 Nov 2010, 16:19

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.
0 x

User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7003
Joined: 16 Nov 2004, 13:08

Re: WIP Map: Pacman

Post by zwzsg » 19 Dec 2010, 18:29

I like the gameplay, but the texture looks unfinished.

Would you make a version with fancier graphics?




Pic related:

Image
0 x

User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2695
Joined: 25 Aug 2004, 13:31

Re: WIP Map: Pacman

Post by bobthedinosaur » 19 Dec 2010, 19:11

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!
0 x

User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: WIP Map: Pacman

Post by knorke » 18 May 2011, 20:32

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
0 x

User avatar
MidKnight
Posts: 2649
Joined: 10 Sep 2008, 03:11

Re: WIP Map: Pacman

Post by MidKnight » 19 May 2011, 08:33

:mrgreen:
0 x

User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: WIP Map: Pacman

Post by knorke » 26 Jul 2011, 14:59

due to http://springrts.com/mediawiki/index.ph ... ldid=22588 :
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)
0 x

Post Reply

Return to “Kernel Panic”