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Thread: [xbox 360] forgotten shrine V2 | Forums

  1. #1
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  2. #2
    looks cool. ill check it out.

    EDIT: checked it out. looks really cool. really feels like your in a forgotten shrine. i like the bridge changes. they do fit in a lot better with the map. only thing i'd suggest is adding CTD or Uprising because the objectives would help players navigate through the map a bit better. Great job Fauch
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    My Maps:
    Quarry Quarrel BETA, SiloNAFUBAR BETA V2, Jackels Den ArmoryV2, The Roman Colosseum, Aquatyca, Cacoon, Turning Point, Waterlogged, Volcano Island

    [IMG]http://i575.photobucket.com/albums/ss199/LoneStar
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  3. #3
    Far Cry 3 Elite Member neokinesis's Avatar
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    Originally posted by kris1993:
    only thing i'd suggest is adding CTD or Uprising because the objectives would help players navigate through the map a bit better.
    It is interesting to see this because on one of my map threads O i l A r s e n i c I mentioned doing this same thing.
    "I always design my maps with the game modes thought of as tutorials.

    Uprising tends to be my Map Navigation 101 tutorial (Basics). The players will become very familiar with a number of important paths after playing in that mode. Then Diamond is a second Tier Course. You have to find ways to get from one end to the other with is much easier with Uprising experience to give you that edge. Finally advanced Navigation and Tactics would be for the Team and Solo Deathmatch Modes."

    I like a lot of these screens you are showing but they are often hard to see clearly. If you try and take your pictures from a further distance when the room is darker, they will be much more clear, and far less distorted.

    Keep up the good work. It is nice to see you moving away from the Time Splitters Type theme, not that there is anything wrong with them, it is just nice to see you aren't just a one trick pony.
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  4. #4
    It is interesting to see this because on one of my map threads O i l A r s e n i c I mentioned doing this same thing.
    "I always design my maps with the game modes thought of as tutorials.

    Uprising tends to be my Map Navigation 101 tutorial (Basics). The players will become very familiar with a number of important paths after playing in that mode. Then Diamond is a second Tier Course. You have to find ways to get from one end to the other with is much easier with Uprising experience to give you that edge. Finally advanced Navigation and Tactics would be for the Team and Solo Deathmatch Modes."
    i do the same thing. i use uprising capture points to help players navigate through maps that may be confusing. due to the fact that players can see the Capture point indicators from anywhere, they can look at where they need to go and find routes to get there. CTD and Uprising also help players find where the action is gonna be (around the objectives). i always build my maps with uprising in mind.
    __________________________________
    My Maps:
    Quarry Quarrel BETA, SiloNAFUBAR BETA V2, Jackels Den ArmoryV2, The Roman Colosseum, Aquatyca, Cacoon, Turning Point, Waterlogged, Volcano Island

    [IMG]http://i575.photobucket.com/albums/ss199/LoneStar
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  5. #5
    Originally posted by neokinesis:
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by kris1993:
    only thing i'd suggest is adding CTD or Uprising because the objectives would help players navigate through the map a bit better.
    It is interesting to see this because on one of my map threads O i l A r s e n i c I mentioned doing this same thing.
    "I always design my maps with the game modes thought of as tutorials.

    Uprising tends to be my Map Navigation 101 tutorial (Basics). The players will become very familiar with a number of important paths after playing in that mode. Then Diamond is a second Tier Course. You have to find ways to get from one end to the other with is much easier with Uprising experience to give you that edge. Finally advanced Navigation and Tactics would be for the Team and Solo Deathmatch Modes."
    </div></BLOCKQUOTE>
    most of my maps are thought for dm. the reason why I don't add ctd or uprising is I'm not sure where to put the objectives without imbalancing the map.

    Originally posted by neokinesis:
    I like a lot of these screens you are showing but they are often hard to see clearly. If you try and take your pictures from a further distance when the room is darker, they will be much more clear, and far less distorted.
    I could try that. I doubt the quality will be much better? may be a little bit.

    Originally posted by neokinesis:
    Keep up the good work. It is nice to see you moving away from the Time Splitters Type theme, not that there is anything wrong with them, it is just nice to see you aren't just a one trick pony.
    actually I originally built this map on TSFP
    only 2 of my far cry 2 maps ("not you alone" and "truth is out there") aren't remakes of my TSFP maps, but I also built some floating maps on TSFP (they were smaller)

    anyway, I think I can still surprise with remakes of my TSFP maps, I was one of the very few TSFP mappers who thought "outside the box"
    my far cry 2 and timesplitters map : http://www.youtube.com/user/LeFaucheur
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  6. #6
    It looks like a good map to play, and many times I have a similar problem. My maps are generally designed around a Deathmatch, so sometimes it get hard to place Diamonds and Cap points and keep the gameplay balanced. As a veteran mapper of TSFP you should have a much better sense of indoor mapping than most and it appears to be reflected from what I see of your maps.

    I notice most maps on the PC side fail to capture the essence, the feeling of those older games. Thats what I shoot for; to capture the 'old days' and that whole mentality. It looks like you do the same, whether inadvertantly or not. Every time I see your work (nd I looked up a few tsfp maps) I remember the glory days of gaming. Shame we dont have cross platform support; I'd most likely be running some of your work along with mine
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  7. #7
    It looks like a good map to play
    one of my best designed and balanced map for TSFP. but a bit confusing.

    As a veteran mapper of TSFP you should have a much better sense of indoor mapping than most and it appears to be reflected from what I see of your maps.
    yeah, probably. I also made some natural looking maps on TSFP (a moutain crack and a jungle) but of course it doesn't look as good as on fc2. but I would say the mountain crack was quite stunning when I made it.
    I was also the 1st to post the video of a map looking completely open on youtube. a lots of people still don't get how I did it XD

    I notice most maps on the PC side fail to capture the essence, the feeling of those older games. Thats what I shoot for; to capture the 'old days' and that whole mentality. It looks like you do the same, whether inadvertantly or not.
    I don't see what you mean by "the feeling of those older games" ?
    my far cry 2 and timesplitters map : http://www.youtube.com/user/LeFaucheur
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