#FPS - Basic [4821]

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scenic daggerBOT
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#4821 : FPS - Basic

Welcome back, Marine. This simulation returns to the classic format of older FPS maps with breeders and preset upgrades, with big twists added by newly added modern features... Dashing, jumping, and crouching greatly expand your mobility, three new turret variants add much more dynamic hazards to rooms, switches and barriers allow for rooms to change much more dynamically and allows for puzzles to exist. FPS will be redefined... Oh and the lag should be far better in this map compared to some of my previous maps.

This map has roughly 2 hours worth of completely new content, and the adventurous may discover a secret as well.

Objectives

Totems Reclaim Collect Custom

Size

320x200

Tags

FPS, LONG

molten flameBOT
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This map was mentioned here: #creeperworld4 message

grim storm
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Tried out the map, and i got to say that the new mechanics rock. I nvr knew i needed jump dashing in my life untill now. The map felt more old school as well. Things i liked: Actual health bar in an easy to see location, jump dash, and using the sniper to open and close doors. Things I did not like: creeper generation feels extreme in most places, especially in the final area. And, the punishment for making a mistake in the final area is to have to run all the way back to the start of the room, allowing any creeper you did manage to destroy to get remade, and both starting doors in the final area are being stared at by cannons and thus unsafe.

wanton quest
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Took me about 2 hours to get to the 'final' area \ parkour for me was the hardest \ worst it seems, one wrong jump by a hair and I slipped or bounced off and nearly constantly died for another hour trying to get past the area i currently stand. play time - bout 3 hours \ cant complete the game due to my lacking nature, congrats to everyone else who actually finished it.
its not "too difficult" as a game, but that final area really stumped me.
GL HF

tired hearth
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For me parkour thing simply is no go for this game engine. It s too much clumsy. It moves me to left in mid air. Sorry, everything is fine but parkour,... no thanks. Ramps would be fine, or single jump against obstacle is also fine. Cheers

hoary quail
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I thought this map was awesome. A really good challenge and a happy 2+ hours burned. I died so many times but made sure to make multiple saves when approaching tricky areas because it really does suck if you have to make your way along distance back! For the final area it makes things a lot easier if you clear the creeper as far ahead as you can and get some AC on the breeder areas to help. Then its fairly straightforward to get to the spots that give you cover from the fast central cannon. Love to see more of these please . Never found the easter egg though, any clues?

covert viper
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that means the easter egg is now accessible somewhere, though you also have to think a little bit to get there

fiery stirrup
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Great

tulip crypt
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Puh what a map, i ragequit after almost 2h.
Movement feels so awefull in this game and here the gimmick is to jump, dash, duck, avoid. That killed me a lot, especially in the later stage where you snipe those orbs to open doors.
And that wasnt the only frustrating thing to happen.

Sections are soo big. Sometimes you have to move back or around or through labyrinth parts to get to the new location, but often its just not intuitive were a door opend..so i pause to check the map to see that progress in another part was gone because you huge blue wall came by.

Once you die you go from the start...but if you are late in the map, creeps eats your progress after you died because this game cant jump&run very well (or at least its feels so for me). Now you run, die on the way and run again to clear a section you cleared before to die again.

This could be 4 maps, or sections should be shorter. And please make shortcuts between sections after you cleared something, make bridges for jump sections long done, open the labyrinth after some checkpoints.
I usually dont complain about creep beeing too strong, but here i often noticed that i just waited a bit to clear the creep to progress without any interaction. Like not that its too hard or impossible, but it takes your time. (Everything here takes away your time.) In other FPS i could at least tank a bit to get to an key position and speed up progress, not possible here.

All in all i like the concept, the dash some ui improvements. I bet there was many thought involved doing it, you can see it in the corners (to hide) and the way to progress through the shooty areas - it is actually good. But its so long and drags out and i never get to feel the satisfaction after a section.
Thx for making it, but this map is not for me.

covert viper
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jumping segments were already minimized in the map because platforming definitely felt awful, but i also had the paradox of just not including jumping which would make it feel redundant, im not sure if increasing air control would help with jumping

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i've also been thinking about checkpoint units that change your spawn when activated by something which will make returning to an area less tedious (also opens up possibilities for having to go through a reversed area if its a interesting enough change) which addresses 2 of the issues

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as for doors... ill probably have to figure out a good way to indicate where a door opened

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i dont exactly have yellow paint on hand so i'll have to think of something

wanton quest
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technically speaking you could for jumping;
keep the current mechanic, add an upgrade for slower falling and slightly slower movement while in air so that we keep our pain until its required
or just make it the latter depending on the map probably

checkpoint units would be splendid \ o /

covert viper
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and yeah, i'll try to make creeper amounts more manageable

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my next FPS map likely wont make use of checkpoints or advanced door trickery because it'll be simpler

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dead simple, even

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oh also jumping may be disabled for that map, depends on how things turn out though

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right now im making a bunch of enemies

wanton quest
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i may or may not yoink your enemies at one point for pac maps depending on how they work to fight the creep ๐Ÿ‘€, i enjoy the FPS maps

covert viper
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they dont really have coding for targeting anything other than the player so you'll have to modify a lot of things if i dont make an official adaptation for it being able to target player units too

wanton quest
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thats fine huehue
id probably do a switch \if else based on Xvariable <-PAC (0) or <-FPS (1)

If FPS ( do your normal code ) else FPS != 1 ( do my adaption )

tribal laurel
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Sniper-heavy maps are probably energy starving and loud pew sounds.

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So plan ahead for the player too.

fiery stirrup
wanton quest
fathom fractal
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hey all im loving this map, just a random question.. I am stuck at the first introduction to 'orange bullets' how can i destroy the guns? i saw a hint pop up saying they cannot be destroyed by conventional means but im stuck lol

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any help would be great and appreciated ๐Ÿ˜„

silent pagoda
fathom fractal
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gotcha, ya that worked, i was trying to dodge it , the room right after was flooded so i just had to keep dodging and using the mortar lol ty for letting me know ๐Ÿ˜„

wet veldt
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1 - Platforming does not belong in this game.
2 - Add checkpoints instead of making the player run back from the start.
3 - Platforming does not belong in this game.
4 - In the final area, it's tedious enough dealing with the massive amount of creep. Having to also deal with a cannon that kills you in 4 hits makes this torture. This is not fun.
5 - Platforming does not belong in this game.

Other than those five points, this is a generally fun map.

6 - Platforming. does not. belong. in this game.

opaque basin
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Love it and hope for more! Going to play it several times!

marble carbon
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I enjoyed the platforming and could see it potentially working in another map but the punishment for failing jumps here was way too major, and yeah it really REALLY needed checkpoints.