The lost Bungie maps & 1.7
"Going to Town" is a great map. Played a couple of extemaly cool games on it. IMHO GtT and all other MIA Bungie maps should be added to 1.7
"Going to town" looks a bit unfinished tho - especially when you compare it to M2 training level. Some1 should add all the fruits, vegetables, barrels, hawks and other wild animals etc. etc.
"Going to town" looks a bit unfinished tho - especially when you compare it to M2 training level. Some1 should add all the fruits, vegetables, barrels, hawks and other wild animals etc. etc.
"As long as a single one of us stands..."
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I could do that but it would take some effort as it is a two mesh map and the 2nd mesh would need remaking from the first.Tireces wrote: "Going to town" looks a bit unfinished tho - especially when you compare it to M2 training level. Some1 should add all the fruits, vegetables, barrels, hawks and other wild animals etc. etc.
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That's the lost TFL map
http://www.mariusnet.com/ubbthreads.php ... umber/1781
It's probably in the early TFL betas if anybody still has those.
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I just remembered seeing it in the Myth Post Mortem and thought I might throw it in the ring in case someone knew more about it.
Probably should've used another thread, but now that I'm here....
Yeah, I wonder if anyone out there still has it? It certainly looks ugly and probably isn't very memorable in terms of layout or gameplay (probably a test mesh, as someone said). Would've been fun to preserve for the sake of preservation, but ah well.
Probably should've used another thread, but now that I'm here....
Yeah, I wonder if anyone out there still has it? It certainly looks ugly and probably isn't very memorable in terms of layout or gameplay (probably a test mesh, as someone said). Would've been fun to preserve for the sake of preservation, but ah well.
Okay I got the models but now I'm too dumb to do anything with 'em
It kinda looks to me like it shares some of the same kinds of features mudpit has in the NW midd-ish hills near those 2 puddles.
mb it was a proof of concept for the layout of the mudpits hills?
who knows.....this is just speculation on my part, but with that pic it reminds me of mudpit.
-Renwood
mb it was a proof of concept for the layout of the mudpits hills?
who knows.....this is just speculation on my part, but with that pic it reminds me of mudpit.
-Renwood
Persica purnus constans dum orbis exustio. Exsequor exequor!
I've spent some time playtesting Phoenix and I can tell you it is a TOP NOTCH map. Every nook and cranny of it was carefully crafted. I'm extremely impressed with this map.
As for the other two, I haven't had the time to playtest them thoroughly, but just looking at them makes me think I'm going to have fun doing it. We definitely need to include all three of these meshes in 1.7. The real question is how we should include them, not whether we should include them.
Phoenix seems to be fine as it is. However, I think a few changes need to be made to the other maps so they can be updated for today's playing environment. One thing that impresses me a lot about some other netmaps out there is how they take advantage of the five difficulty ratings. For example, some maps have more flags on territories/flag rally in legendary games and less flags in timid games. Phoenix introduces a trow on legendary in Phoenix Falling and the entire game plays like a whole new mesh with that one introduction.
I recommend one light mesh and one dark mesh for each map to keep it simple. Vary the gameplay by adding different units/options/objectives for each difficulty level. One unexplored area is Assassin. The target could change from a baron on timid to a trow on legendary and a whole bunch of neat stuff in between. In King of the Hill, have legendary difficulty produce a king ball instead of a king flag. I'd really like to see a lot of attention paid to flag counts in the varying difficulty levels. Personally I like playing with fewer flags when it's just myself and one or two others playing. With 16 players, though, having a load of flags is a great idea.
Map versatility without unnecessary complexity is the key.
As for the other two, I haven't had the time to playtest them thoroughly, but just looking at them makes me think I'm going to have fun doing it. We definitely need to include all three of these meshes in 1.7. The real question is how we should include them, not whether we should include them.
Phoenix seems to be fine as it is. However, I think a few changes need to be made to the other maps so they can be updated for today's playing environment. One thing that impresses me a lot about some other netmaps out there is how they take advantage of the five difficulty ratings. For example, some maps have more flags on territories/flag rally in legendary games and less flags in timid games. Phoenix introduces a trow on legendary in Phoenix Falling and the entire game plays like a whole new mesh with that one introduction.
I recommend one light mesh and one dark mesh for each map to keep it simple. Vary the gameplay by adding different units/options/objectives for each difficulty level. One unexplored area is Assassin. The target could change from a baron on timid to a trow on legendary and a whole bunch of neat stuff in between. In King of the Hill, have legendary difficulty produce a king ball instead of a king flag. I'd really like to see a lot of attention paid to flag counts in the varying difficulty levels. Personally I like playing with fewer flags when it's just myself and one or two others playing. With 16 players, though, having a load of flags is a great idea.
Map versatility without unnecessary complexity is the key.
If there is sufficient time and interest to REALLY playtest any additional meshes that might not be a bad idea, BUT at a minimum I would seriously agree that NOT touching the existing meshes would be the best course of action. even for little things like adding flags or units tied to different difficulty levels those should be part of a completely new mesh.Anthson wrote:... However, I think a few changes need to be made to the other maps so they can be updated for today's playing environment. ...
Lots of Myth stuff at http://mythgraveyard.org.
Sometimes I put hard to find stuff in my my Udogs folder.
Sometimes I put hard to find stuff in my my Udogs folder.
Why don't we edit gimble and trow while we're at it? In fact we could add mega super dwarf rocketeers, that'd make the game way more playable.Anthson wrote:I've spent some time playtesting Phoenix and I can tell you it is a TOP NOTCH map. Every nook and cranny of it was carefully crafted. I'm extremely impressed with this map.
As for the other two, I haven't had the time to playtest them thoroughly, but just looking at them makes me think I'm going to have fun doing it. We definitely need to include all three of these meshes in 1.7. The real question is how we should include them, not whether we should include them.
Phoenix seems to be fine as it is. However, I think a few changes need to be made to the other maps so they can be updated for today's playing environment. One thing that impresses me a lot about some other netmaps out there is how they take advantage of the five difficulty ratings. For example, some maps have more flags on territories/flag rally in legendary games and less flags in timid games. Phoenix introduces a trow on legendary in Phoenix Falling and the entire game plays like a whole new mesh with that one introduction.
I recommend one light mesh and one dark mesh for each map to keep it simple. Vary the gameplay by adding different units/options/objectives for each difficulty level. One unexplored area is Assassin. The target could change from a baron on timid to a trow on legendary and a whole bunch of neat stuff in between. In King of the Hill, have legendary difficulty produce a king ball instead of a king flag. I'd really like to see a lot of attention paid to flag counts in the varying difficulty levels. Personally I like playing with fewer flags when it's just myself and one or two others playing. With 16 players, though, having a load of flags is a great idea.
Map versatility without unnecessary complexity is the key.
what the hell is the pword to my old account?
Have you tried " iamanass"?qwerty2 wrote: what the hell is the pword to my old account?
Lots of Myth stuff at http://mythgraveyard.org.
Sometimes I put hard to find stuff in my my Udogs folder.
Sometimes I put hard to find stuff in my my Udogs folder.
The only thing that 1.7 has to have is invisible wights on the overhead!
The community has gotten too good at watching water....wights need to be invisible on all maps..they are soo slow anyways.
If someone complains about this..they rely too much on the overhead.
The community has gotten too good at watching water....wights need to be invisible on all maps..they are soo slow anyways.
If someone complains about this..they rely too much on the overhead.
"The aim of an argument or discussion should not be victory, but progress".
- Joseph Joubert
- Joseph Joubert