Grave Robbery (b1) Feedback

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[Yep]Uchronic
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Localisation : -U-
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Message par [Yep]Uchronic » 29 mars 2005

[Yep]Shazam a écrit :Voila la synthese en francais. Si j'ai oublié un truc, dites ! Je cherche un traducteur anglais pour pouvoir le poster sur le forum de Splash Damage
Je m'en occupe

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[Yep]Shazam
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Message par [Yep]Shazam » 29 mars 2005

Marvellous :D

(pas de rajouts les coupains ?!)

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[Yep]Uchronic
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Message par [Yep]Uchronic » 29 mars 2005

Bon voici l'intro, largement inspirée de celle de Shazam, avec quelques modifications.

La suite sera traduite et rajoutée ici par -7Co-Burniole


Hello everyone,

Here is a message especially dedicated to Captain Triscuit, but anyone who would want to add something is welcomed.

We are currently trying to create the International Association To Develop The New Custom Maps That Are Not Played Enough (IATDTNCMTANPE) or in French the C.D.N.I.N.M.Q.S.M.Q.S.P.J.S. (consortium pour développer au niveau international les nouvelles maps qui sortent mais qui sont pas jouées suffisamment).
:D

There are a lot of maps on ET (about 2 new ones per week !) but when you ask players what are their favorites, they answer the 6 stock maps (75%), or the Clanbase maps and few others (25%).
So, why only 15 maps on more thant 500 ?!

One of the problem may be the test of the map by the players that sometimes creates an undeserved bad buzz.
Most of the time, they discover while playing and feel frustrated not knowing the objectives or not finding their way on the map.
The solo (offline) testing is a good way to learn and to test a map, but we think that a special evening, dedicated to just one new custom map, would create the best environment for a fun game and an efficient feedback to the mappers.

To do so, the IATDTNCMTANPE, led by Shazam, organizes "Testing Evenings" where players are invited to specially test a new map during several rounds. Everyone is invited to explore the map before playing so that fun can be a priority with the other players.
A special detailed guide of the map is sometimes proposed on the [YEP]'s site.


We won't cover every new maps, they will be selected based on … personal, collective and undetermined criteria ;).
These "evenings" will be organized 2 or maybe 3 times a month, so that it can be interesting, efficient and fun each time (min : 6v6, max : 12v12).

Eventually, it will be a good opportunity to make a full review of the map to allow the mappers to have all the information necessary to improve it before releasing the final version, and also, of course, to encourage the mapper(s) for his (their) good work !

If you're interested in testing all the new custom maps, you can also try the specialized servers like the M8D, the Shit Storm etc…


To evaluate the interest of these "Testing Evenings", the first map played was "Grave Robbery" by Captain Triscuit (with the help of Konigstiger).

Here is the review :

Burniole
Messages : 525
Enregistré le : 23 mars 2005

Message par Burniole » 29 mars 2005

C'est marrant, le sigle finit par ANPE... :roll:

Allez go pour le reste:
General balancing: Axis / Allies (6 vs 6 or 12 vs 12)
- The beginning of the map is too easy for Allied team (Floor broken in 2 – 3 minutes)
- The Floor is too dificult to defend for Axis.

Second spawn:
- The defence is easy for Axis.
- Attack and rob of Ank very hard.
____________________________
Description of hot spots on the command map and suggestions to improve gameplay and / or mapping.
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1/ The Tomb Wall is undefendable for Axis
* Get the wall back so it can be closer to the Floor (and of covert op sneak pad) and allow an access to the outside so the Axis team can defuse dynamite.

2/ The access to the Floor is too easy for Allies; the Tomb Floor Door makes it easier for Allied team (though it should be the opposite).
* move the switch that opens the door next to the Axis spawn exit.

3/ Floor : Undefendable for Axis.
* add a direct way from the Axis spawn to the Floor.

4/ Spawn-killing is possible : Axis can block Allied spawn exit here.

5/ Is this a good room to spawn ?

6/ Funny way but too long though and a bit dangerous.
* reduce / prevent damage in the stairs when players trickjump?
* add a system of pipes / toboggans to go down faster by sliding / sledding (a lot more fun :P :P )

7/ Strategic way : ammo/med packs room. The team that holds this place takes advantage.
* danger of full defence by Axis Medics that have "unlimited ammo".

8/ Unaccessible Command Post for Axis (from 2nd spawn).
* move CP ? make it work in combination with a flag (like Seawall Battery) ?

9/ Is it a good place to spawn ? (far from the sneak pad, close to Allied attack...)

10/ The big problem of the map:
- Room too big / vast
- Room too dark
- Room too much on open-space
* "Fill" this room with statues, crates, cover ways (non open space)…
* Reduce the size of the room / redo it ?
- There are not enough exits to escape with Ank: once Ank is taken, Axis respawn and Allies must use the Ladder.
* add access and exits to Ank more discrete for Allies.
* allow Axis to chase Ank once the Ladder is climbed (only covert op can with the sneak pad)

11/ The Ladder is vey hard to build by Allies. And if it is not built, Axis always win.
* Make the Ladder only dynamite destructible?
* Replace the Ladder by stairs or something non desctructible ?
- if Allies get on top of Ladder with Ank, Axis never have time to chase them.
* Sneak pad for all ?!...

12/ There’s a big step that’s not easy to climb
* Do a real step… :)
Par contre, sur le chemin entre le point 11 et 12, il y a l'échelle dans la pièce bleue qui merdoie. Donc si Shazam prévoit de rajouter ce bug, voici mon interprétation:
- On the way to escape with Ank by Ladder, Allies must climb an other ladder in a blue room: there's a bug on the bottom of this ladder that makes it hard to climb.
* Remove the brush down the ladder so the bottom of the ladder fits the water soil.
Je reste dans les parages si y'a besoin.
Nioune m'a tuer.

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[Yep]Shazam
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Message par [Yep]Shazam » 29 mars 2005

et ca corrige meme les oublies 8)
Merci les gars, ca avance notre affaire :D
J'envoie tout ca sur Splash

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[Yep]Jikob
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Localisation : La Lorraine !!! Pays de la Ouich !!

Message par [Yep]Jikob » 29 mars 2005

Que c'est beau l'efficacité !
Bravo les gars !
8)

Euh ... tu l'veux en espagnol ? ^^ ¡ Olé !
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