For weeks Pykenike and I have been working on redesigning and rebuilding Muttley and jwer's great map which never quite made it into the league. Complaints involving the difficulty of attacking the Low Grav Tower and the difficulty in defending the final ship held it back, but we've changed quite a few things to make the map more balanced, even beyond the changes Weirdo made after the original build(s). Pyke did all the unrealed work and I hunted for bugs, HOMs, bsps; and we both came up with alterations and tweaks to make the map's gameplay better and also iron out whatever problems we found.
Here is a list of the changes we've made (that I can remember):
BEFORE TOWER
Ammo boxes and weapons rearranged (couple of bugs removed)
Sniper rifle moved closer to spawn / waterfall rifle removed
New jump-pad (to sniper ledge) and button created beside belt platform - the hatch is triggerable (by attackers) 30 seconds after the map has started, and every 35 seconds from then on (35 second counter resets each time it is used, so it can't be constantly abused / spammed)
Platform which boots used to sit under removed
Boots moved to middle island of new pond (icy water deals damage)
Waterfall made to look less transparent
Small rock put in corner where pointless thigh pads used to be - this is to cover a HOM and help continuity
Ramp leading to Second button is now wider
Shock ammo and health pack placed at gun hatch to help Shipdock button defenders
Ledge with lamps placed above glass window wall of def spawn room - this is to cover an annoying invisible ceiling, allowing players to hammer-jump up without fail
Duplicate rocket-launcher and ammo removed from high corner platform (above def spawn room)
Rock placed against cliff above def spawn room windows - this is to enable defenders to dodge from the sniper ledge and land below without dying (can also use the water), and also to enable attackers to dodge down and pick up the rocket-launcher faster after they get the Cells
Sniper ledge enlarged
Thigh pads and various pickup changes in the def spawn room areas
New message added to the console to alert the attackers when they've reached the new spawn in the ammo room - this was a problem before because people had trouble knowing which of the four low buttons they had to press to get the new spawn (for the record the buttons are Radar, Shipdock Lasers and Tower)
12 second delay between Shipdock Lasers button being hit and lasers actually coming down
The lasers at the ammo room spawn are no longer removed with buttons - now the attackers have to trigger all three of the buttons which enable the new spawn instead, this is to make it easier for the defenders at the Tower Doors button
BETWEEN TOWER AND CELLS
Left jump-lift fixed in two ways (can no longer get stuck halfway up it by holding right and forward as you enter, can no longer reach the thigh pads through the top exit)
Right jump-lift floor texture fixed
Hole in middle ramp fixed
Cells made slightly tougher so they no longer fall with just one flak ball
AFTER CELLS
Ceiling raised to make high launches less likely to hit it
New sniper ledge above the attackers' exit doors, with lift in the middle - this can be used by attackers to cover teammates, or by camping defenders
Walls on right after jump-pad raised to prevent attackers hammering over and sneaking to the ship
Couple of ammo pack changes to favour the defense
Scary kraken now inhabiting the water (this water also does damage, though there is now a platform to allow players to escape rather than suicide)
Small wall placed in front of the ship - this may look odd but it's to deal with a very annoying invisible ceiling extending from the bow of the ship which couldn't be fixed any other way
Miscellaneous other minor changes to ammo packs, health, textures, etc.
Unless I've forgotten anything which should be in the above list, the other changes were all to remove bugs - minor and major - HOMs, bsp holes, invisible walls, etc. These kept popping up during countless of Pyke's rebuilds and we lost count of how many there were. We think most of them are gone, though we still know of one or two. Sick of rebuilding, Pyke has decided that unless they harm gameplay they can pretty much stay, much like Golgotha's or whatever.
We also know about the invisible ceiling directly above the entrance to the final ship, which can be hit by hammer-jumping upwards from underneath, and you can also walk onto it by walking along the ship's roof. But that ship was always been a nightmare, we know that, and Pyke can't fix it by putting a wall in front of it, obviously. Unless anyone has any idea how to fix it it will have to stay.
The point of this thread is to get people to download it, play it, fall in love with it again, and please make constructive comments about why you like / loathe it. We want it in the league and we think it's about ready - please let us know what you think and why. Thanks and credit to Pykenike for his many hours of toil and to Muttley and jwer who came up with the map in the first place And of course Weirdo for his versions
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>>>>> DOWNLOAD SECOND PRE-FINAL BUILD HERE <<<<<
This is the second version posted here so far - the HOM at the end is fixed in this one.
====
QUICK GUIDE TO SNOWDUNES OBJECTIVES
QUICK GUIDE TO SNOWDUNES ATTACK
QUICK GUIDE TO SNOWDUNES DEFENSE
====
SCREENS OF THE PRE-FINAL BUILD
Here is a list of the changes we've made (that I can remember):
BEFORE TOWER
Ammo boxes and weapons rearranged (couple of bugs removed)
Sniper rifle moved closer to spawn / waterfall rifle removed
New jump-pad (to sniper ledge) and button created beside belt platform - the hatch is triggerable (by attackers) 30 seconds after the map has started, and every 35 seconds from then on (35 second counter resets each time it is used, so it can't be constantly abused / spammed)
Platform which boots used to sit under removed
Boots moved to middle island of new pond (icy water deals damage)
Waterfall made to look less transparent
Small rock put in corner where pointless thigh pads used to be - this is to cover a HOM and help continuity
Ramp leading to Second button is now wider
Shock ammo and health pack placed at gun hatch to help Shipdock button defenders
Ledge with lamps placed above glass window wall of def spawn room - this is to cover an annoying invisible ceiling, allowing players to hammer-jump up without fail
Duplicate rocket-launcher and ammo removed from high corner platform (above def spawn room)
Rock placed against cliff above def spawn room windows - this is to enable defenders to dodge from the sniper ledge and land below without dying (can also use the water), and also to enable attackers to dodge down and pick up the rocket-launcher faster after they get the Cells
Sniper ledge enlarged
Thigh pads and various pickup changes in the def spawn room areas
New message added to the console to alert the attackers when they've reached the new spawn in the ammo room - this was a problem before because people had trouble knowing which of the four low buttons they had to press to get the new spawn (for the record the buttons are Radar, Shipdock Lasers and Tower)
12 second delay between Shipdock Lasers button being hit and lasers actually coming down
The lasers at the ammo room spawn are no longer removed with buttons - now the attackers have to trigger all three of the buttons which enable the new spawn instead, this is to make it easier for the defenders at the Tower Doors button
BETWEEN TOWER AND CELLS
Left jump-lift fixed in two ways (can no longer get stuck halfway up it by holding right and forward as you enter, can no longer reach the thigh pads through the top exit)
Right jump-lift floor texture fixed
Hole in middle ramp fixed
Cells made slightly tougher so they no longer fall with just one flak ball
AFTER CELLS
Ceiling raised to make high launches less likely to hit it
New sniper ledge above the attackers' exit doors, with lift in the middle - this can be used by attackers to cover teammates, or by camping defenders
Walls on right after jump-pad raised to prevent attackers hammering over and sneaking to the ship
Couple of ammo pack changes to favour the defense
Scary kraken now inhabiting the water (this water also does damage, though there is now a platform to allow players to escape rather than suicide)
Small wall placed in front of the ship - this may look odd but it's to deal with a very annoying invisible ceiling extending from the bow of the ship which couldn't be fixed any other way
Miscellaneous other minor changes to ammo packs, health, textures, etc.
Unless I've forgotten anything which should be in the above list, the other changes were all to remove bugs - minor and major - HOMs, bsp holes, invisible walls, etc. These kept popping up during countless of Pyke's rebuilds and we lost count of how many there were. We think most of them are gone, though we still know of one or two. Sick of rebuilding, Pyke has decided that unless they harm gameplay they can pretty much stay, much like Golgotha's or whatever.
We also know about the invisible ceiling directly above the entrance to the final ship, which can be hit by hammer-jumping upwards from underneath, and you can also walk onto it by walking along the ship's roof. But that ship was always been a nightmare, we know that, and Pyke can't fix it by putting a wall in front of it, obviously. Unless anyone has any idea how to fix it it will have to stay.
The point of this thread is to get people to download it, play it, fall in love with it again, and please make constructive comments about why you like / loathe it. We want it in the league and we think it's about ready - please let us know what you think and why. Thanks and credit to Pykenike for his many hours of toil and to Muttley and jwer who came up with the map in the first place And of course Weirdo for his versions
====
>>>>> DOWNLOAD SECOND PRE-FINAL BUILD HERE <<<<<
This is the second version posted here so far - the HOM at the end is fixed in this one.
====
QUICK GUIDE TO SNOWDUNES OBJECTIVES
QUICK GUIDE TO SNOWDUNES ATTACK
QUICK GUIDE TO SNOWDUNES DEFENSE
====
SCREENS OF THE PRE-FINAL BUILD
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