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Business District is a small map intended for 4 - 8 players, and the play area fits nicely into one default grid. It differs from my other small maps in that I used almost all of the recommended 40,000 object count, but stayed below it and used occlusion where neccesary.
The map takes place in the heart of a fictional downtown metropolis, and the skyline reflects that. Skyscrapers reach into the sky, towering all around you as you fight through the alleyways and smaller structures. Every single building inside the perimeter is fully accessible, and there are even a couple of 'hidden' routes to get on the rooftops. Playable buildings have multiple floors, and there are several ways to get to any location on the map. Everything is tied together for good gameplay flow, as some put it. I kept the streets tight to limit the sniping action, (I never map against sniping, I just make darn sure its not the focus of gameplay) and even some of the perimeter buildings are accessible. Ill follow up with some screens of the building's interiors later This message has been edited. Last edited by: Agent00Kevin, |
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Although I am a bit less into FC2 lately (too many games and too little time..), it looks like an interesting map
Would be fun to put some urban close combat maps into a cycle and play a few shotgun only rounds |
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Nice use of the objects, Kevin, you pulled off the business district look really well!
My 360 Map Collection: Suspendead, Curve Damage, Doom Dome, Fatalitrees, Spherikill, Pyramayhem, Valley Ho, No Quarter, Purpose Unknown Co-op Maps: Ciriculus Alliance http://www.ustream.tv/channel/strangerthingslive |
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I can't get this map to run on wgc1. In our server extender it shows with no name, and when I try to run it, it won't start and says it's an invalid map, even tho it has a name and passes check in the editor.
Have you been running it successfully on your dedi? thx |
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dl'd it again from MC, got it to list in the server window, but when you join there's no thumbnail, no map name, no author name. Was only me so I couldn't start the match to see if there was a "map" there or not...
s/t definitely funky with this map file tho which would explain why there's only 4 dl's, 2 of which are mine... I would really like to run this. |
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Yes, I had trouble publishing it. I hadto publish it 3 times, because every time it came back from Ubi as a 0 kb 'file', not .fc2map, not .cfg, not even .txt, just a file. The 3rd try it ran fine, I played the crap out of it this weekend. There may be multiple copies, one Buisness District, and the other Business District (I on the other side of S)
I also had trouble deleting the extras that Ubi sent back as a 0kb file. This is the 2nd map I had it happen to Anyway, there should be a good version up, published by UNS-agent. If not, Ill look into it asap. (either way Ill be loking into it asap I guess) |
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well i played the business district one. Should I have gotten buisness district instead? The one I got only had 4 dl's so it's not the one you played the crap out of.
Please let me know what I should do. Get the buisness one? |
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looks pretty. avoid using the same wooden window over and over. by rotating some of them you can add a bit of randomess.
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I deleted the old version and now only one is left. It is working when I get it from my server. via map community server that is. Hopefully all is well now, I had some issues with the map server just now...took 3 diff PCs to get in. hopefully it was a random problem and its ok now.
Thanks for the interest, hope the map issues havent made it too annoying Thanks for the tip Fauch, I should have done that but I was shift copying to save time |
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I played this map with you the other day.
Fun map for DM modes for sure. |
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I went back and updated a few maps after playtesting extensively, and this was one of them. I took player feedback into account as well as some of my own ideas, though player feedback was the #1 priority. Updates are as follows below.
* changed the breakable boarded up windows to just windows, removing the wooden boards covering them. This was annoying to shoot or chop through, especially for players who had high ping. Now there is just one layer of window in all locations, and are easier to jump out of. This was probably the most signifigant change. * removed the lights as the hours the map is set to do not activate them, and setting it to night hurts the framerate, which I like to be above average. This relieve a good deal of object weight. * slightly tweaked APR spawns. They are a little more spread oput and I added one, giving roughly the same coverage and spacing as the UFLL spawns. * added a window in the front of the main building that can be used to enter/exit the building's 2nd floor. * added another board at the crossing for roof access on the secondary building's ledge. In the heat of battle it took a bit much effort to traverse the gap from main building to secondary at the second floor level. Roof to roof access is still by jumping. * widened above mentioned ledge to allow easier ladder access * slightly widened the gap in the alley to allow the green car to pass through easier; it was very hard to get it through but it was not impossible. The streets are still kept tight to limit sniping and provide good cover. Tight, not cluttered. * adjusted atmospheric conditions to get better framerate, though it was very good already. My #1 concern when mapping is playability. There are such a wide range of PCs playing this game, we must make our maps as accessible as possible to low end gaming rigs. * added a bit more detail inside the buildings. It seemed to me that the outside areas were very well detailed and immersive, while the interiors of the buildings mostly felt generic. And we cant have generic on UNS now, can we? |
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