Paranoia--> Public Release! --> Final Release

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cQuence
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Re: Paranoia--> Public Release!

Post by cQuence » Sat Aug 23, 2008 4:54 pm

HAHAAHAHA i love your siggy :D ^
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Kayar
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Re: Paranoia--> Public Release!

Post by Kayar » Sat Aug 23, 2008 8:47 pm

Whoa... what the hell?!?!

All I have to say is...

Who in hell chose Legacy on the poll? The early majority agreement was that Legacy was an absolute failure... I am REALLY curious why two people think Legacy is best of the three.

Well... eh. Anyway. No offense meant to those who did choose Legacy... I'm just honestly surprised. Really, REALLY surprised.
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Re: Paranoia--> Public Release!

Post by Sparky » Sun Aug 24, 2008 8:40 am

This reminds me of Marathon levels, except that it's completely open.
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Re: Paranoia--> Public Release!

Post by Xenoku » Sun Aug 24, 2008 10:15 am

Hey Kayar, I was thinking, and what if you added scenery inside the maze?
You know, something like C Field Generators or more of those box things. Maybe even a bunkhouse?
But yeah, those are just suggestions, the map is great on how it is. My compliments to the Map Maker.
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Re: Paranoia--> Public Release!

Post by Kayar » Sun Aug 24, 2008 11:06 am

Xenoku wrote:Hey Kayar, I was thinking, and what if you added scenery inside the maze?
You know, something like C Field Generators or more of those box things. Maybe even a bunkhouse?
But yeah, those are just suggestions, the map is great on how it is. My compliments to the Map Maker.
Thank you.

I didn't think there was a need to add any scenery in the "maze." People seem to insist on calling it a maze, but it's only a bunch of zig-zags... I don't really believe anyone could actually "get lost" in there.
I didn't put c_storage or anything in the "maze" because if I did it would be harder to drive a warthog through, which is the fastest way through the "maze." Believe me, walking through that isn't fun.

Also, extra scen does of course increase video lag, so I tried to use as little as possible while at the same time using a lot.
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Løki
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Re: Paranoia--> Public Release!

Post by Løki » Sun Aug 24, 2008 11:13 am

One tip, Less Doors
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>Shadow<
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Re: Paranoia--> Public Release!

Post by >Shadow< » Sun Aug 24, 2008 5:09 pm

I don't really like it so much. It feels a bit too simplistic. There are only 3 routes to get to the other base, one by the triangular tunnel, one by way of the zigzagging path, which had me yawning before the end, and the third going around the map entirely. And along the way there is barely any cover or factors to make this map mildly interesting. In my opinion, this just simply isn't one of your best works. (Backyard was probably the best)
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Re: Paranoia--> Public Release!

Post by Løki » Sun Aug 24, 2008 5:13 pm

Gotta disagree,
Sacred Grove was the best
Simple, Creative, and fun to watch
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Re: Paranoia--> Public Release!

Post by Kayar » Sun Aug 24, 2008 5:14 pm

Shadow, there are 4 routes. Two tunnels, one zig-zag path, and technically you could count both ways around the map as separate ways, making 5 routes.

As for the backyard, there was only one way to each base, or two if you counted driving a warthog off the top in gametypes, or perhaps using a banshee to get over. Or, I suppose you could count the two teleporters on each corner at the top.

Thanks for your input, though.
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G[v]N
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Re: Paranoia--> Public Release!

Post by G[v]N » Sun Aug 24, 2008 6:29 pm

Well, the map is kinda big for the amount of vehicles..
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Dustyjjc
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Re: Paranoia--> Public Release!

Post by Dustyjjc » Sun Aug 24, 2008 8:22 pm

I think we can all agree, its good for being handmade with scens, so, let's build off and make the best map ever with all scens again, eh?
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Moxus
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Re: Paranoia--> Public Release!

Post by Moxus » Mon Aug 25, 2008 1:54 am

Yes, the map is certainly exceptional for creative usage of scenery! However, it is lacking a few things... namely a sky, quick transportation, and a scale friendly to the player. With the exception of the sky (because I thought it would be filled in by release) these are the same problems I discussed before. Although it would compromise the Easter egg, a sky vehicle would be very useful, and perhaps a base to go along with it. Finally, although the tunnels can speed up the journey, perhaps something more like the catwalks of Infinity would be in order (where you walk a distance equal to what you telelported).

My apologies, as this message is not more in the positive nature. Keep up with the mapping work!

-=Moxus=-
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Re: Paranoia--> Public Release!

Post by Kayar » Mon Aug 25, 2008 5:27 am

Well, thank you everyone for your feedback.

At this point, I have no choice but to...

WORK ON ANOTHER VERSION!!!!
:shock:

Well... hopefully... if I get around to it. School is starting very soon. My hopes were to finish this before then.

I'll give it my best shot, when I get the chance...
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~Kayar~
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Excend
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Re: Paranoia--> Public Release!

Post by Excend » Mon Aug 25, 2008 6:25 am

i think if you made it slightly smaller you could make it a good close combat mod, but as it is i feel its too open, but its a personal preference that i like hiding and ninjaing better than battle field fighting...
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What a shitty thread
Fuck all of you.

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Re: Paranoia--> Public Release!

Post by G[v]N » Mon Aug 25, 2008 6:28 am

Battlefield fighting = epic.
Hiding and ninjaing = epic luls.

It's all good..
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Moxus wrote:Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

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