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Thread: [360] & [PS3] Serpent Alley by neokinesis | Forums

  1. #1
    Far Cry 3 Elite Member neokinesis's Avatar
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    I recently finished 'SR Serpent Alley'(Edit: Serpent Alley) and was hoping for some critique from the Map Making Community.

    The idea for the map is based on the theory of Tic-Tac-Toe. I wanted to create a grid-like map where controlling one area both leads and limits the battle. I toyed with how to balance each of the 5 main areas against each other and spent a considerable amount of time planning how to keep the meter in the Green while putting together something that can be Noob Friendly and challenging for the Veterans.

    Something that I disliked about the maps I was playing before was the lack of vertical movement. The maps I was playing were very flat, simple, and uninteresting which drove my need to create something that forces the player to look up. I wanted each area to be uniquely different from the next which I hoped would entice those that like to explore to look around but allow landmarks to make the path less confusing. I think of the map being like a spider web of forts connected to one another through bridges and paths where the players can choose to hold and protect or advance.

    The architectural style was influenced by an area near my home called Santana Row where city buildings and parks mesh together in an outdoor market/mall to create a very unique landscape. Although I tend to gravitate toward close quarter encounters, I believe I pushed the envelope by finding ways to make the map useful for all the classes in any given game mode. There are the towers and roof tops for the Snipers, alleys for the Guerillas, open areas for the Commandos, and hidden passages and corridors for the Saboteurs.

    Download and enjoy! Invite me to a match for a tour or some advance tactic tips. Most importantly, please let me know what you think are my strengths and weaknesses. I am dying to get back to the editor and improve my next map.

    Ah, the pictures…

    The Layout


    The Likeness
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  2. #2
    Far Cry 3 Elite Member neokinesis's Avatar
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    I recently finished 'SR Serpent Alley'(Edit: Serpent Alley) and was hoping for some critique from the Map Making Community.

    The idea for the map is based on the theory of Tic-Tac-Toe. I wanted to create a grid-like map where controlling one area both leads and limits the battle. I toyed with how to balance each of the 5 main areas against each other and spent a considerable amount of time planning how to keep the meter in the Green while putting together something that can be Noob Friendly and challenging for the Veterans.

    Something that I disliked about the maps I was playing before was the lack of vertical movement. The maps I was playing were very flat, simple, and uninteresting which drove my need to create something that forces the player to look up. I wanted each area to be uniquely different from the next which I hoped would entice those that like to explore to look around but allow landmarks to make the path less confusing. I think of the map being like a spider web of forts connected to one another through bridges and paths where the players can choose to hold and protect or advance.

    The architectural style was influenced by an area near my home called Santana Row where city buildings and parks mesh together in an outdoor market/mall to create a very unique landscape. Although I tend to gravitate toward close quarter encounters, I believe I pushed the envelope by finding ways to make the map useful for all the classes in any given game mode. There are the towers and roof tops for the Snipers, alleys for the Guerillas, open areas for the Commandos, and hidden passages and corridors for the Saboteurs.

    Download and enjoy! Invite me to a match for a tour or some advance tactic tips. Most importantly, please let me know what you think are my strengths and weaknesses. I am dying to get back to the editor and improve my next map.

    Ah, the pictures…

    The Layout


    The Likeness
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  3. #3
    Well sounds pretty sweet but I'm no PC

    Those pictures sure do look detailed.
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  4. #4
    I downloaded this and a few of your other maps last night, neo. I'll host some of them this weekend. They look good though, and the layouts seem to be very solid. I'll send you a FR.
    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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  5. #5
    now that's a cool looking overview
    my far cry 2 and timesplitters map : http://www.youtube.com/user/LeFaucheur
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  6. #6
    Far Cry 3 Elite Member neokinesis's Avatar
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    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Gunner_576:
    Well sounds pretty sweet but I'm no PC </div></BLOCKQUOTE>

    This is a Xbox360 Map that I would eventually like to be considered for Ranked Play. My computer, although fast, is strictly for art and e-mail.

    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Fauch_:
    now that's a cool looking overview </div></BLOCKQUOTE>

    Thank you! My inner artist shining through I suppose. Composition and layout with digital medias are kind of my thing.
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  7. #7
    This is an excellent map, neo! Very well thought-out layout, and the detailing is damn good throughout. I'm looking forward to running this one soon, as well as your "neverhood" map.
    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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  8. #8
    how come it is the same map as santana row? (or at least it looked like)
    my far cry 2 and timesplitters map : http://www.youtube.com/user/LeFaucheur
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  9. #9
    Far Cry 3 Elite Member neokinesis's Avatar
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    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by CrazyUncleDave:
    This is an excellent map, neo! Very well thought-out layout, and the detailing is damn good throughout. I'm looking forward to running this one soon, as well as your "neverhood" map. </div></BLOCKQUOTE>

    Thank you so much for the compliment! It is nice to see that someone out there is listening. A pat on the back always feels great. You know? I haven’t gotten much feedback beyond ‘it was good’ which is sometimes not very helpful. My goal is to make better maps and I have set my feelings aside for even the harsh truths. I’d really like to hear what parts you did and didn’t respond well too.

    It’s rewarding to know you found another gem in my Map Contributions. I had mixed feelings about Neverhood because it was my first map. I decided to start small to prevent catastrophe but still love it’s Tiny Town meets Adobe Architectural feel. I spent a lot of time toying with the shadows on that level to lead the player. It’s subtle but the alleys have a rhythm to them visually that points toward the enemies base. Since it uses a very limited brush set by being all Dogon I needed to create focal points for the player so there weren’t too many areas where you turn a corner and feel lost. I tried to do this mostly through texture and shadow. It is a technique I learned in Art School that is used in advance Illustration to separate background and foreground elements.

    Neverhood was originally designed when the 20 second spawn time was in affect and there was a balancing issue when the other team would storm the opposing territory. Since the update and 10 or 5 second responds the level plays like it was originally intended, favoring the defender. It is a great level for early matches in a rotation because it accommodates smaller groups and forces the team to band together. Teamwork! It was only a happy accident that it plays awesome tactically and smoothly with a full room.

    I would like to shift the attention back to SR Serpent Alley. In the near future I will create a post/thread for Neverhood.

    Keep the critiques coming!
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  10. #10
    The map looks great, fits nicely.
    I did find a way to get outside the map, by breaking the window in a church with an MG setup.
    Can't say much more about it yet, but i'll host it tonight to see it in action.
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