VIP Design

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Timberwolf
Posts: 1311
Joined: 21 Oct 2009, 06:37

VIP Design

Post by Timberwolf »

Remus,

Although I can't play there well (yet), VIP is my favorite map. The size is perfect for 8 players. The design is cool with the inside/out gameplay and the many different routes to take to the same place.

But a lot of the map remains unused unless you're playing CTF.

The south end of the map with the green flag and jeep is a wasteland.

The only action you'll ever find there is if you have a ratone or if two people spawn there.

I think in order to maximize VIP's poential, some design features need to be added to the south zone in order to integrate it into the rest of the map.

The wall on the west side fence line can be a focal point, I think. (Images below)

For starters, there can be an entryway (door) there (image VIP2) that goes through a hallway and comes out where the other spawn point is (image VIP3).

The hallway can be just like the inside of the main villa, to an extent, with little paths and whatnot. Also, there can be a set of steps (ground level, steps, second level add window and steps, third level roof) that take you up to another roof where you can look down on the green flag. Or at least a window like on the yellow flag spot - large and open and looking down at the green flag.

You can put the Mgun in this hallway and the bazooka on this roof (or 2nd floor) and tie it all in together in order to create action over the entire camp.

It also adds another element in CTF mode. Right now, there's only one way in to get the green flag and three ways in (2 route technically) to get the yellow.

By adding these requested design features, you create the same type of entry point into the green flag zone, making it a lot more challenging to guard and making players think a lot more about how to enter.

And just having another roof would be so cool! Having a separate hallway system with doors and another path through the map would also be cool. And if you feel like really letting the clutch out, you could even tie these two roofs in together by having like a slim beam up top to walk across. (But that may be out of the question.)

I think VIP needs these design features in order to bring it all together and maximize space potential! :biggthumbsup:

VIP1 - where the slim hallway/second floor w/windows, and with steps to a roof plus roof, would be

VIP2 - where the entry door would be with a hallway system that leads to the other floor and the other entry/exit point

VIP3 - entry/exit for the new hallway system

Think about it!

:cheers:
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Remus
Posts: 7810
Joined: 08 Oct 2009, 12:45

Re: VIP Design

Post by Remus »

Timberwolf wrote:But a lot of the map remains unused unless you're playing CTF.
That was the main point Josh.
I had to do it because the map is not symmetrical.
Capture The Flag in non-symmetrical maps is always a big problem because a certain team has advantage over the other.
On the other hand I had to spend over a month to optimize the map
(the initial number of polygons was triple!).
Your ideas are very good, but you are asking me to raise the number of polygons again.
VIP is the most complex map so far and for this reason all the players with entry-level computers
have frame rate issues.
Anyway, your idea with that hallway is not bad at all.
I will study the subject.
:cheers:
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Timberwolf
Posts: 1311
Joined: 21 Oct 2009, 06:37

Re: VIP Design

Post by Timberwolf »

Well, I'm not necessarily requesting additional size and complexities for the map. I just found it odd that one entire end of the map was completely useless unless you're playing CTF.

But that's fine with me. I just thought it would be cool if it was integrated in with the rest. It's like the ugly kid nobody will adopt. :lol:

But maybe at least look at adding 1 more entry/exit point--that hallway--to that general area just for CTF play.

Whichever team has the green flag has a really big advantage in defending since enemies can only come one way.

The rest of it isn't important because of all the reasons you state.

PS

I think at least the bazooka should be back there behind the jeep or something regardless. Lure some players back there to fight. :twisted:

:biggthumbsup:
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Remus
Posts: 7810
Joined: 08 Oct 2009, 12:45

Re: VIP Design

Post by Remus »

Timberwolf wrote:But maybe at least look at adding 1 more entry/exit point--that hallway--to that general area just for CTF play.

Whichever team has the green flag has a really big advantage in defending since enemies can only come one way.

The rest of it isn't important because of all the reasons you state.
See the v1.95 update.
:cheers:
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Timberwolf
Posts: 1311
Joined: 21 Oct 2009, 06:37

Re: VIP Design

Post by Timberwolf »

Remus, I love the upgrade. But after looking at it, do you think it would be better on the other side - running from the pistol platform to the big door (that can be replaced by a small door)?

This way it wouldn't need to be as long, twisting and skinny. It could look like an integrated design feature instead of something out of place.

The door that's to the left of that big door could be placed against a flat wall there maybe...

I like the upgrade, though. So I'm not being an ingrate! :lol:

But the other side seems to make a bit more sense for just 1 hallway. This way it blends in well and doesn't look like a ratone path.

Up to you. :agree:
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Remus
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Joined: 08 Oct 2009, 12:45

Re: VIP Design

Post by Remus »

Timberwolf wrote:The door that's to the left of that big door could be placed against a flat wall there maybe...

I like the upgrade, though. So I'm not being an ingrate! :lol:

But the other side seems to make a bit more sense for just 1 hallway. This way it blends in well and doesn't look like a ratone path.
That door to the left is out of map and there are two respawning places too close to that path.
The current approach is probably the best one because keeps almost the same distances between the
respawning places and the green/yellow flags.
:wink:
p.s.
I saw many ratones today using that hallway.
They were very happy (some of them with bazooka).
:lol:
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Timberwolf
Posts: 1311
Joined: 21 Oct 2009, 06:37

Re: VIP Design

Post by Timberwolf »

Okay then. It's all good! :biggthumbsup:

My first thought when walking through it: "I know I'll find 10 ratones here per camp"

:lol:

:cheers:
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