Were just so much better than the new PVK2 maps IMO. Most of the maps just had that big epic feel, if anyone knows what I mean. Now in pvk2 the maps are so claustrophobic and unnatural. I loved the old helms deep maps with the boat going around, or that one crazy map with the big colossus in it. I don't know, I miss PVK.
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i wants them back too ^^
Thats another thing I miss, the breakable shit. I have yet too see any thing on maps on pvk2 where players can break through something, or break anything at all really....
Seriously I could rant about this topic forever, but in the end PvK2 mappers need to step it up. Its not the beauty of the map, ITS THE FUN OF IT. A current example is the remake of pvk_pinegrove....awesome cool map and the remake of it is some shitty dark sourcey detailed out version with more trees too count and blocking everything in view. Not the same old bright open map that we use to have fun with. Instead of the pirates spawning on a waterfall....they now spawn in a dark gloomy cave. I'm sorry but pvk isn't a game for dark gloomy caves.
Actually, it IS about the beauty of the map, as well as the fun of it.
Let's face it, a boring, nice looking map or a fun, horrible looking map is still only half as good as a fun, nice looking map. The map definitely has to look good, in addition to being balanced and fun in order for it to be any good at all.
However, I too noticed everything seems more claustrophobic, especially island. Those connecting tunnels are brutal. All that really needs to be done is to widen everything, and it'll be fine.
Well, that, and remake colossus.
*Fake edit*
I'm curious... How was the colossus made in PVKI? Was it simply brush based? I know how it "walked" (or appeared like it was doing so), but how was the actual colossus itself made? Someone told me once it was an entity in hammer, but somehow I don't think so.
Anyway, I'd love to make a map like colossus, but the only thing that concerns me is the territory area. It was really small in PVKI, so how could the size be upped? Perhaps just make the whole thing bigger?
Well I made both the originals, so at least you liked them.
Islands tunnels are slightly shorter in height, but not really thinner. The main change is that areas are now shorter, meaning gameplay is more fast paced.
Where Pinegrove is concerned, this
is how I wanted the map too look like when I made the original. I can assure you that its not as dark as you appear to be thinking, infact some areas are very bright.
More importantly, if you had read the Dev Journal I posted, you would have seen that I want the map to be FUN, above all things, this is the most important thing regarding this map. I can assure you that I am not making the level to look pretty, the beautification of the level is secondhand to the gameplay.
The trees add cover to sneak about in (well you can try) and the same level landscape lies underneith (90% wise).
Again, I have yet to show a picture of the interior of the caves, they might look dark from the overhead shots in the dev journal, but this is because the map in those screens has yet to have any visual or lighting treatment (did you notice how it was all Orange and Grey in those shots?)
Also, if you look at the old original overhead shot, it has dark caves in connecting the different areas, this is no longer the case in the update, but I have yet to show this
Lastly, you said yourself:
That sounds to me like you prefer no atmosphere
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That being said, we could certainly improve our maps. One complaint is that they are too small and narrow with not enough room for ranged combat, and there are no sniper spots so to speak. Our gameplay make the maps seem different as well. Between the keg, the HK 2hsword, and the sniper rifle, you couldn't expect to survive long in PVK1. Now with blocking and the fact that weapons do less damage, you can stay on the battlefield a little longer in PVKII.
I dont know how you can hate on PVKII maps. It suits the combat very well. The old PVK maps suited old PVK combat well.
Maybe you guys just prefer the old style of combat.
-M. Bison
Our maps may not be perfect, but you're over crediting the originals.
why are you reading this?
However I would really like to maintain desertruin as it is right now.
Is it possible to somehow save the current desertruin as "an older version", still usable though, so that it's not completely replaced with the new version when 2.3 comes out?
You will see
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You will see
Rats... another suspenseful cliffhanger.
By the way I may be super close to solving my invisible water issue. Someone on interlopers.net pointed out that I had some complex geometry that was causing VIS to not run. I am going to poke around and switch some things to func_detail tonight and see if that does the trick.
By the way I may be super close to solving my invisible water issue. Someone on interlopers.net pointed out that I had some complex geometry that was causing VIS to not run. I am going to poke around and switch some things to func_detail tonight and see if that does the trick.
in order to have water showing up properly you shouldnt vertex manipulate it water brush. just keep it a normal block
I didn't do any vertex manipulation to the water.
I was thinking of some specific ones we played a lot, something like pvk_zeppelins, a kinda crappy one we spent too much time on (PVK_siege?), a few others I don't quite remember much solid about.
-Shigeru Miyamoto
That be a very nice booty yer have thar, it be a shame if something were to happen to it.
Ekster has the RDS server up with all the old maps
Play, damn you people!
Serving Hubb Jubb Juice since 2002