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Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.

ut4_poison_b7(updated post)

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theRipper
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Re: ut4_poison_a3

Postby theRipper » Sun Oct 23, 2011 1:38 am

MajkiFajki wrote:More over - Follow usual Del's advice - 6 orientation points. When ppl will play there they need to communicate easily. Currently You have blood baths.
5 more to go :-)




wut?
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MajkiFajki

Re: ut4_poison_a3

Postby MajkiFajki » Sun Oct 23, 2011 9:37 am

Orientation points = unique things on you maps, like "pillars", "office", "metro".

flajeen
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Re: ut4_poison_a3

Postby flajeen » Sun Oct 23, 2011 10:36 am

"fountain", "narrow", "balcony", "old alley", whatever.
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theRipper
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Re: ut4_poison_a3

Postby theRipper » Sun Oct 23, 2011 7:24 pm

ah. ok.
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theRipper
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Re: ut4_poison_a3

Postby theRipper » Sat Oct 29, 2011 2:41 am

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updated layout.


heres some screens.
Spoiler: show
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the wall with the window in it will be turned into a pillar or 2
added some stairs instead of ramps


the room with the water tanks will have a catwalk type walkway around part of the room where the division in the wall is.
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bludshot
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Re: ut4_poison_a3

Postby bludshot » Thu Nov 24, 2011 11:05 pm

I put this map in one of the week 2 matches in the FTW Beta Cup just for some variety. Here's the thread for that match:
http://www.ftwgl.com/forums/showthread.php?t=7333

There's a demo you could watch if you want to see clans playing a TS match on it.

bludshot
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Re: ut4_poison_a3

Postby bludshot » Wed Nov 30, 2011 11:37 pm

Hey Ripper,

I don't know what your goals are for Poison, and if you care about it being "good for competition" or not, but I put a4 in the beta cup last night for some variety, and got a bit of feedback. Here is the match thread http://www.ftwgl.com/forums/showthread.php?t=7361 which also has a demo. And http://www.ftwgl.com/forums/showthread. ... 298&page=2

However, the match was a total blowout, so I hardly think that it would be a good representation of the map or how it plays, so take it with a grain of salt.

Swaggzilla: Poison has so many campable spots it's ridiculous. The map has too many hallways and paths in it and just a silly map, not ready for competition tbh.

BludShoT: What makes it so campy? What would fix the campyness?

Swaggzilla: I wouldn't say the map itself is campy, it's more of all the random ass boxes, nooks and crannies that allow players to jway basically. There is a lot of spots I thought were very unnecessary to place in the map, for example the little caged ladder in the middle of the map that allows you to go on top of the lights. What is the point of that? Not to mention that every main area is accessible from like four or five different hallways or openings.
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(lol, btw, for anyone who doesn't know "jway" means to corner camp)

IDK, I think the map looks like it would be fun. I did notice some odd spots where you can sort of camp up high on top of platforms or lights or whatever. I doubt those are good things. If you take a look at a map like Mandolin (which reminds me of Poison, especially with the extended CTF part inside the factory thing) you won't find any perches like that.

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theRipper
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Re: ut4_poison_a3

Postby theRipper » Thu Dec 01, 2011 1:18 am

i was thinking about removing that perch anyways. the grate/mesh gives me problems :P


"every main area is accessible from like four or five different hallways"
but its campy.

hmm...

and also, @swag why is jwaying a bad thing. improve your game .<3
Last edited by theRipper on Thu Dec 01, 2011 1:19 am, edited 1 time in total.
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Re: ut4_poison_a6

Postby theRipper » Fri Dec 02, 2011 10:54 pm

FIRST POST UPDATED
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theRipper
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Re: ut4_poison_a6

Postby theRipper » Sun Dec 04, 2011 8:49 am

for gameplay purposes i was wondering if you guys think i should raise chem hall up and come out into chemical treatment room on the catwalk level?


and it ts and ctf mode close off the pit with a hatch?
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