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Red Eclipse • View topic - [Map] Contre Nature

[Map] Contre Nature

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[Map] Contre Nature

Postby Calinou » 15 Apr 2014 18:09




License: CC BY-SA 4.0

Installation instructions: extract the .zip file, put the files in your "maps" directory of your Red Eclipse user data directory.
- Windows: C:\Documents\My Games\Red Eclipse\maps
- GNU/Linux: ~/.redeclipse/maps

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Re: [Map] Contre Nature

Postby Honno » 16 Apr 2014 10:33

It's too flat- no flow, makes me feel dogged when moving around. Something that may be worth trying is multiple layers of the same 'floor' and walls to make full use of parkour, screwing objective and making it fun for deathmatch.

Also, I like the name using french to make sense and at the same time sound cool.
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Re: [Map] Contre Nature

Postby acerspyro » 16 Apr 2014 16:58

There's a huge design problem: You can't hide anywhere.
*screams internally*
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Re: [Map] Contre Nature

Postby shirepirate » 16 Apr 2014 23:38

this map is best suited for a sword duel and not much else. the warps make it sort of a novelty for any other mode (especially considering you can secure your own flag in SVN).

things that could improve it for the suggested modes:

move the warps away from the base to a different area of the map
add some tall geometry and possibly another layer of platform as honno suggested (though it does not matter where it is located)
perhaps remove the rocket r.e. dutility? any map that contains a rocket within 2 seconds parkour distance from the base is a little awkward
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Re: [Map] Contre Nature

Postby restcoser » 17 Apr 2014 10:35

I'm afraid this isn't much of anything and I do not see any real hope for this map, as there is no point in it which i see worth keeping and improving upon.
The layout is not good, as the teleporter permits you to teleport to the enemy base (when you are not carrying any flags), obtaining the flag in a part of a second. After that, it's trivial to keep running forward, grabbing the rocket if needed and killing one who might carry your flag, and then score.
It's small size and coverless nature makes shotgun and rifle the best combo on this map, but I imagine using flamer2 would also be an annoying strategy, as there is not much floor to walk on.
There is not much to parcour with either.
The map has only one layer, so basically there are not many pathways to flags, there are no stealthy routes or advanced tactics.

The geometry is simple at best, with the most detail being at 45° angles.
There is no "focus point", aka points of geometry with overwhelming detail, the eye sweeps across the scene only to find nothing interesting to focus on, with the teleporters being the most visible, but also bland and simply consisting out of a box shape with unfitting textures. Try it out for yourself. Move your eyes over from left to right over the scene, and ask yourself what you really remember, what stands out. There is not much of that.

You can shoot yourself in the back by shooting through the teleporter (lulz)(hilarious kill message though:"<blaze> restcoser ate a bullet" :DD)

Even though the textures may be from one general theme-direction, the visuals of this map are anything but good. Textures have little sense to be where they are. (Why is there a drain at the bottom of the water, shouldn't that drain it all away? Why is there a traction-steel walkway texture on the "walls"?)
They rarely fit the geometry they are on, except for the team bases, who look better for this reason.
The textures added are not really all that interesting. The lights are plainly made, with just a flat plane with a standard texture, there is so much detail one can add with light sources.
The textures are not consistent or adding anything, they might as well be all grey, it would have similar effects. (For instance, try changing the geometry as soon as you change the texture. If you have a different texture on the side of the walkway, maybe add actual trims to it)

You didn't bother to rotate the textures it seems, leaving you with fluid-draining grids that sometimes are layed out in one, sometimes in the other direction.

The lightning isn't for much good either. The colourful lights are too small to matter, they also don't look like they are coming from capable 8-parted 1m tall lights, as the light emitted seems to be far too small compared to the light source.
What remains is a skylight which bathes everything in a slightly blue color. This not only doesn't fit to the source (last time I checked black space doesn't emit semi-bright blue light) but also affects everything because the map consists of one layer and no roof.
Furthermore there is a brighter than default ambient, which adds to the monotony of the skylight.

Every weapon is present, with 4 mines and 4 grenades, which seems very balanced, but actually this only ensures that this map, which is smaller than dutility has a steady supply of nades.
(Smaller than dutility should be an alarm bell. I already dislike dutility for its size and its tendency to get voted in instagib ctf, which always results in a mess :D... No map should be smaller than dutility (gameplay-wise), really)
The mines are intuitive to place in the water spots right next to them, leaving you with flamer domination, as flamerusers can push people off and set them on fire, which makes them run into the water, which kills them, because a mine was placed there.
The rocket looks like it might be hard to get, but it actually isn't. Needless to say, imagine even just five players on this map. Combine that with a rocket. You get my point, this mapsize is too small to support a rocket. Not only that, but the proximity to the bomber ball permits the bomberball player to pick up both at the same time, frag anybody that is in his way and easily score.
The smgs are not of much use, as there are almost no walls.
The playerstarts are placed right in the center of the walkway, making them easy food for any shotgun player that happens to walk nearby, or alternativly, if spawnprotected, leaves them randomly killing players nearby, who have no way to react, as they cannot flee. That leads to no actual dominating position of a player in this map, as everybody gets killed almost randomly.

I wouldn't want to play this in any way, I would disconnect if it were to get voted. Sorry Cal, but this is hardly a masterpiece.
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Re: [Map] Contre Nature

Postby SniperGoth » 17 Apr 2014 17:04

Seems like a map made for sword duels. Could use some walls to parkour around.
Ex Iron fist level designer/ Ex Revelade Revolution level designer, 3d/2d artist, and still trying to figure out sound design...
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Re: [Map] Contre Nature

Postby qreeves » 18 Apr 2014 01:59

Yeah, I think that is probably the complaint you'll get from most people. Limited opportunities to parkour in a game designed around the premise :-P
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Re: [Map] Contre Nature

Postby restcoser » 18 Apr 2014 09:33

If you really want a map for sword duels, something that easy can be easily built, without any of the flaws this map has. TBH, I could craft a map identical in quality or better in about 20 minutes :/
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Re: [Map] Contre Nature

Postby subraizada3 » 19 Apr 2014 23:39

.....
Last edited by subraizada3 on 23 Jun 2016 18:44, edited 1 time in total.
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Re: [Map] Contre Nature

Postby subraizada3 » 19 Apr 2014 23:49

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