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#1 | |||||||
Hello world!
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![]() S3 Marine Corps
S3 Marine Corps by SentryIII
Edited by Tim. Reason: Edited, attached, merged and formatted all three map threads into one thread. EDIT: Updated content with new versions. EDIT: Posted unprotected versions. Last edited by SentryIII : 01-14-2009 at 08:15 PM. |
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#2 |
I MUST BREAK YOU
Official Map Reviewer
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![]() Ah, a classics, I remember playing this alot when it first came out :)
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#3 |
A Nitpicky Map Reviewer
Official Map Reviewer
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![]() S3, the site link isn't working. Just FYI. In fact, it hasn't worked for quite a few months, since the site suddenly disappeared.
__________________(I used to be BGBkstroke, if you recognize that name) Still a great map, even today. |
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#4 | ||||
Missing You All at Wc3c
Site Owner
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![]() The following is a list of issues that apply to all three maps in this series:
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This is a list of specific issues to S3 Marine Corps Survival:
This is a list of specific issues to S3 Marine Corps Infiltration:
This is a list of specific issues to S3 Marine Corps Defense:
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#5 |
Hello world!
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![]() Wow. First of all, it's been a year since I made this map, and this is the first time I got "actual feedback", so thanks for that. Second of all, a lot of the suggestions you made I considered a long time ago and seemed sufficient (most seemed to grasp everything easily enough), but since you brought it up, I might as well "patch" things up a bit. Third, there are some suggestions I can't comply with:
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I mentioned that the maps required teamwork and cooperation. Part of that involves players communicating with the team. Sure, there are players that don't tell the team anything and probably trot along until they die. That brings down the team, it's annoying, and that was intentional. :) As for medikits, it's not as rare as you think. The trick here is simply to take as little damage as possible, and therefore use as few medikits as possible. The trick to that is use your weapons to their full potential. Each weapon class has a specific role, and should be used accordingly. If an enemy is close, melee attack them instead of shooting them to conserve ammo. This is intentional as well. :) Overall, your suggestions within reason. It should take me between 2 weeks to a month to complete. One more thing I need to ask since I'm gonna be working on this. The one thing that really bothered me was the fact that most people couldn't figure out how to reload. I already have a message at the start that appears a few seconds after the game starts, a message that appears if they "dry fire" a few times, info in the Quests (F9) area, and in the tooltips of each weapon. In Defense, I even have a message that appears when they mention the word "reload" in upper or lower case, and even then, a lot of people can't figure it out. How did you and your team learn how to reload, and what would you suggest to solve this problem? |
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#6 |
User
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![]() I have to say I enjoyed the maps. They we're a little rought around the edges, but the overall concept was good.
__________________I agree with the e-mail thing Tim. brought up, I picked up an e-mail and read it, but apparently I was the only one that saw it. Even if you don't show it to all players, a message of "Player X has found an e-mail printout", and then have it logged in the quest menu. I'll admit, I was being lazy, but I can see it being quite tedious have to rewrite the e-mail so everyone else can read it. The icons too, my thought are to colour Piercing, Impact, and Fire (Green, Yellow, Red), then have the corresponding ammo the same colour, and leave blue for special items and skills blue. Also, make the weapons the Iron crate and the ammo the wood crate, this is a standard in a lot of these types of games and makes things much easier for the player. Reloading- I believe one of our players on our team was complaining about the pump-action shotgun not reloading past 2 (the default after 1 reload I believe), and someone else didn't know how to reload either. I think the simplest thing is to have messages on both ammo and weapons, along with the "dry fire" message and hope for the best. On that note, congrats on the weapon system, by far the best I've ever seen. One of the other things in the map that I think could be improved are the abilities. Very simplistic, and I realise it's best that way, but a slightly different set for each marine-weapon type would be different. You could give the shotgunner his impact proffeciency, then perhaps, instead of evasion, a critical strike type ability, then 2 other abilities, universal for all marines (health bonus or something, can't think of another), then exchange rifle marine's first 2 abilities to piercing profeciency and evasion, then bash or something for fire and fire proffeciency. Overall, I enjoyed the maps, are you still planning on maknig the fourth installment? |
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#7 | |
Missing You All at Wc3c
Site Owner
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![]() Quote:
I assume your 2 week time-frame is for all 3 maps? Shall I move all 3 maps to our Map/Campaign Projects forum for the duration of development? Also I would really prefer it if all 3 maps were in 1 thread, would you mind if I merged them for you? |
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#8 | ||||
Hello world!
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![]() Quote:
There are 4 emails throughout the map. One of them (2 if the diff is high enough) has the code. The rest are basically spam emails derived from my inbox (yes, I even email myself reminders of what I wanna do). :p I was hoping people would realize that spam emails are useless and throw them away. I wasn't expecting people to type out the entire email, I was expecting they say the code or that it's useless. Quote:
I had a few people suggest something like this over the last year. Basically, the gameplay and strategy I wanted to create was to get players to decide which weapons and equipment they carry, and then decide how to use it. I wanted to give the marines passive abilities that would simply support them, but not give them a high enough advantage that they could just use one type of weapon and stock up on ammo for it. Quote:
I'm still planning on making Assault, and if it's response is good, I might make Quarantine as well. Quote:
Actually, I looked through the list again and realized how simple these changes are. I already have half the general gameplay issues worked out on the list, and should have all 3 maps ready by tomorrow or the day after that, so it shouldn't be necessary to move them. As for the merger, I was thinking of doing that before I posted the maps, but since I was posting 3 maps, I thought it should be in different threads. Feel free to merge them and call the thread "(12) S3 Marine Corps", using the Defense thumbnail since it's my latest one. Thanks! ![]() |
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#9 |
Missing You All at Wc3c
Site Owner
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![]() Sounds good, I'll take care of it once I have the time.
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#10 |
User
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![]() Hehe, the mail I picked up was something about "natural male enhancement" :P I figured they're might have been experimental steroids aronud or something so I typed a bit of it out, obviously I was wrong :P
__________________One other thing, did you ever consider using a custom marine model and attachments? I made a few guns a while back for someone's map, and if you wanted, I could do a few more. I was pretty surprised when I started the map and saw you just used the standard marine, there's a good one over at search for attaching stuff. |
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#11 |
Missing You All at Wc3c
Site Owner
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![]() Alright, you owe me big :P.
__________________I just spent the last hour merging and reformatting three gigantic threads for you. Here you go, I think the new format makes it much easier to read. After making me have to spend so much time on this thread, you better make the maps worth approving! |
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#12 |
Hello world!
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![]() On another note, what do you guys think of the method of combining items/stacking ammo? Good? Bad?
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#13 |
Missing You All at Wc3c
Site Owner
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![]() It was a good idea, but too difficult to use in my opinion. It would be better if you moved ammo on the same inventory slot as another ammo of the same type that they merged.
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#14 |
User
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![]() I can see people making mistakes on it and getting frustrated easily. I didn't have any problems with it, but the setup seems to be a little dodgy. Perhaps look into RDZ's Item Stacking system in the tutorials section? It's a nice solid way to stack items together.
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#15 | ||||
Hello world!
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![]() NOTE: You have been redirected in order for our attachments to be made available to you. This will only last two minutes; these measures where taken to avoid hotlinking and bandwidth theft. To avoid these restrictions Log in or Register I'm not really interested in removing something and implementing something completely different. I'm just gonna stick with what I have and improve on it. I have a couple ideas of how to improve the current system, and I should have an updated map ready within the next few hours.
EDIT: I've updated the map. Check it out, although there are a few suggestions on the list I did not implement... Quote:
Already mentioned it in a previous post. Basically, I wanted it easier for the player to play, not make the difficulty easier. (If you get what I mean) Quote:
The maximum amount teams you can have is 6. Even if I could make 12 teams, it would probably be shown outside the display area. I looked at 6 teams of 2, 4 teams of 3, and 3 teams of 4. They just didn't look right. On top of that, if I had more than 2 teams, I would still have to label them "Teams don’t matter lol!1!!" or possibly "S3 Marines", creating repetitiveness and overall it would just look wrong. Personally, I would have went with 1 team of 12 players, but you need 2 teams to start a game on Battle.Net. Quote:
For this, I decided to just display all the objectives at the start of the game. Sure, it'll lose any curiosity and surprise to what would come next to new players, but when you play the map multiple times, you'll know what to do anyways. As for any "Key Items" collected, again, I want players to communicate to each other and work together. After all, teamwork is a skill used in real life, so why shouldn't it be applied to games? :p In any case, I did put a special effect on each key item in order to make it more noticeable to players who are paying attention. (As opposed to giving away the location of key items to everyone, including those who aren't even trying) Quote:
When I first beta-tested the map, it felt like the map was too small. I increased it to that size and it felt just right. The trick is to cover as much ground as possible while the enemies are still weak during the first few phases. In single-player or games with 3 or 4 people, there's less monsters so it's be easier for them to cover ground. With that said, check out the map. I didn't bother changing the version number or filesize on the preview image, so don't be alarmed. Also, if you don't mind, could you save a replay when you try it? It should be easier for me to spot any problems than if you simply posted things in point form. :) Last edited by SentryIII : 05-31-2006 at 06:49 AM. |
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