ScottehBoeh Posted June 27, 2015 Report Posted June 27, 2015 (edited) After several long months, it's finally here! Based in snowy northern Kurdistan. A group of terrorists take hostage of 2 secret agents that were compromised whilst watching over the terrorists bomb production. After being notified by the terrorists via anonymous sources, the US have sent in snow marines to rescue the captive officials.Workshop Submission Edited July 3, 2015 by ScottehBoeh sombrewynot, jd40 and 2d-chris 3 Quote
Iceberg Posted June 27, 2015 Report Posted June 27, 2015 (edited) In general it is a good idea, I think it has great potential, maps with the theme of "insertion" have high playability, I'll be tuned for more updates. GL HF...! Edited June 27, 2015 by Iceberg Quote
laminutederire Posted June 27, 2015 Report Posted June 27, 2015 Do you have insurgency? Maps in this game allow this type of gameplay with a reasonable readability, which is the main drawback it could have. So feel free to check it out DooM 1 Quote
P1g3oN Posted June 27, 2015 Report Posted June 27, 2015 It's so far in the develpoment so it's late to say but i would prefer some different setting, somewhere where is less fog. Quote
ScottehBoeh Posted June 27, 2015 Author Report Posted June 27, 2015 It's so far in the develpoment so it's late to say but i would prefer some different setting, somewhere where is less fog. The fog provides an extra "challenge". Something new and interesting as cs_insertion had brought. Infact I got permission from Oskmos (creator of cs_insertion) to use his same teleportation method and fog method It is annoying to have fog, but imagine the next-gen tactics used? Ones never before seen. Quote
DooM Posted June 27, 2015 Report Posted June 27, 2015 It is annoying to have fog, but imagine the next-gen tactics used? Ones never before seen. The next gen tactic of hiding and killing your opponent. Not because you can out-aim, out-position or out-play them, I feel fog is the opposite of skill and often induces randomness. The setting also seems to make no sense, Middle Eastern esque buildings with Arabic text and the map is named after a place in Iraq but set in a woodland, with pine trees. I feel the theme needs work as-well as the game-play aspects like visibility. jackophant, Vorontsov and Lizard 3 Quote
ScottehBoeh Posted June 27, 2015 Author Report Posted June 27, 2015 The next gen tactic of hiding and killing your opponent. Not because you can out-aim, out-position or out-play them, I feel fog is the opposite of skill and often induces randomness. The setting also seems to make no sense, Middle Eastern esque buildings with Arabic text and the map is named after a place in Iraq but set in a woodland, with pine trees. I feel the theme needs work as-well as the game-play aspects like visibility. Evidence 1A nice trees/woodland outskirts of Baghdad Evidence 2Snowing in Iraq. Hard to belive but it's possible. I guess you could say that the map is based in the morning, in which the sun is evaporating all of the steam from the wet ground. You need to understand that Iraq isn't just a big desert wasteland. Quote
ScottehBoeh Posted June 27, 2015 Author Report Posted June 27, 2015 The next gen tactic of hiding and killing your opponent. Not because you can out-aim, out-position or out-play them, I feel fog is the opposite of skill and often induces randomness. The setting also seems to make no sense, Middle Eastern esque buildings with Arabic text and the map is named after a place in Iraq but set in a woodland, with pine trees. I feel the theme needs work as-well as the game-play aspects like visibility. Also:Evidence 3 Quote
ScottehBoeh Posted June 27, 2015 Author Report Posted June 27, 2015 The next gen tactic of hiding and killing your opponent. Not because you can out-aim, out-position or out-play them, I feel fog is the opposite of skill and often induces randomness. The setting also seems to make no sense, Middle Eastern esque buildings with Arabic text and the map is named after a place in Iraq but set in a woodland, with pine trees. I feel the theme needs work as-well as the game-play aspects like visibility. Pine Trees or Not:Evidence 4 Quote
KernalPanic Posted June 28, 2015 Report Posted June 28, 2015 (edited) apparently everyone's now a geologist =P I think it looks great very good thus far. The fog is a bit strong imho but that's not so much a bad thing, more just personal preference. plus being such a wide open map it probably helps performance a great deal . Keep up the good work. I've subbed and followed. Edited June 28, 2015 by KernalPanic ScottehBoeh 1 Quote
ScottehBoeh Posted June 28, 2015 Author Report Posted June 28, 2015 apparently everyone's now a geologist =P I think it looks great very good thus far. The fog is a bit strong imho but that's not so much a bad thing, more just personal preference. plus being such a wide open map it probably helps performance a great deal . Keep up the good work. I've subbed and followed. Thanks for the nice comment Make it look like Northern Iraq/Afghanistan then. Take a look at Insurgency and see how they did the maps such as Heights. The theme can work but right now you're not executing it properly.I'm not sure how you think that all areas of Iraq have to look the same as the ones you see in a game? This is a custom map, remember. Aka. My map, My rules. Quote
E-Music Posted June 28, 2015 Report Posted June 28, 2015 My favourite map from Insurgency! I can't see right now but are there prop cars on the bridge? Quote
ScottehBoeh Posted June 28, 2015 Author Report Posted June 28, 2015 My favourite map from Insurgency! I can't see right now but are there prop cars on the bridge? The bridge isn't actually crossable. I used it as half-detail for the map. The real area is the re-created village Quote
biXen Posted June 28, 2015 Report Posted June 28, 2015 Looking good, looking forward to updates. Quote
text_fish Posted June 28, 2015 Report Posted June 28, 2015 (edited) My map, My rules.I don't think anyone's accusing you of "breaking rules", or trying to tell you what to do. It's just honest feedback, and you ignore it at your peril.The thing with "realism" in games is that most players' knowledge/expectation of many parts of the world has been informed by the pop-culture references that have gone before, so sometimes in order to suspend disbelief you have to bend or normalize the truth. If a few people on this forum think that your visual direction is a bit off, it's likely a lot of players in the wider community will as well, and that could hurt its chances at success.What's more worrying to me is that it seems like you've borrowed the two most distinctive features of insertion (teleportation and fog), so you map is always going to be somewhat hamstrung by associations with that map (negative or positive). If I were you I would just take the teleportation idea and do something completely different visually to make it distinct. If you're trying to encourage players to invent interesting new strategies, copying another map that already did that probably isn't the right way to go.But hey, your map your rules, so what does it matter what I think. Edited June 28, 2015 by text_fish Vorontsov, DooM, 1488 and 5 others 8 Quote
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