"Dynatron 2" will be a beefed up version of Dynatron. With modifications to handle more players.
Ned Man
Ned's World : users.hbeark.com/~ned
I can't wait to play this map on a public server.
When I'm in defensive mode (the whole game), I like to find a perch to protect the flag. It's just nice when I get there I have enough ammo to survive a two pronged attack.
Wicked map otherwise. Fast, intense games can be had on this map.
Excellent fit and finish. A professionally done map.
altrdst8@clandv8.com
kesh
ianh@powerquest.com
I would suggest opening up the central area; perhaps even adding side rooms for tech (dare I say?) and/or Red Armor (one side) or MH (other side)...possibilities are interesting. For now, I don't have many ideas becaues i'm not a level designer...i just know with the last build we were always hurngry for more health and armor...which made preserving the flag in a standoff a bit difficult. I'm sure you are aware of good game mechanics, as this level was designed for 3vs3 and i think it's near perfect. My suggestions at this time are as follows:
1. For sure make the level larger....perhaps one more room between each of the bases and the central dynamo or side rooms you could go alternate routes to along side the dynamo from each base.
2. A rail for the largish central area...perhaps a void below/near the dynamo as well? think w1.
3. More missiles/armor/health around the base (not IN the base, but defensible from the base...off side, etc.)
Check ur e-mail
From all the feedback I've received since the maps release, have been very good. Everybody says the map rocks for it's size.
However, I can see that the clan/ctf'ers would love this map even more if it could handle a few more players.
If this is so, I would be happy to modify the map (with a 2nd version) a little bit, to be able to handle more players. :)
If that sounds cool to you, Let me know.
Also, E-Mail me your suggestions, ideas
and if you'd like to help beta test "Dynatron2"
Ned Man
Ned's World : users.hbeark.com/~ned
Back in Q1 there was a very popular series of 3-on-3 tourneys (Frag n' Flag), and even a big 2-on-2 tourney (Kings of Capture). So 4-on-4 isn't the only game in town.
However, even in 3-on-3s people do tend to want to play the maps that they already know from 4-on-4 competition.
I don't see this map getting much online play, but then 99.9999999999999% of custom CTF maps don't (statistical figures accurate to within +-20%). It rocks with bots, and should be fun if you can convince a few buddies to play it with you, so hey, mission accomplished.
i would put more ammo on both bases and perhaps a red armor instead of a yellow, just to make things more challenging on dogfights. or perhaps, 'ala ctf1, put the red armor on the dynatron, and keep yellow armor on bases.... =) I personally like 3 on 3 games better than 4 or 5 person games, because it's easier to cooperate with teammates. anyway, more ammon on both bases and red armor in middle would rock =)
pure ownage. whoever built this map knows what map building its all about. great design, great flow. low in armor and weapons, which reminds me of quake 1.... very very fuckin cool for ctf in q3... its not about controling runes now, rather about taking control of rl's and using the shotgun and lightning gun wisely.... I'd love for this map to be added to xtgl/ogl/tp.net as an option. it's just plain awesome.
good job.
I wanted to create a small simple, easy to learn, fast paced and bloody ,yet challenging map. I was shooting for a 3v3 player map. It's just on the edge of a 4v4 ppl map. I knew some people would think it was to tight for 4v4 tho. :) I really thought the RG would be a bit of an over-kill for this map.
It leans a little in the defenses side, so offence is going to need to use some good team-work to break the defense.
Of course, a little skill never hurts either. :)
All in all... I hope that everybody enjoys the map as much as I did designing it. =)
I disagree with the review tho about "strategic games". This is a gorgeous looking map with nice visual detail, but layout-wise it is straightforward. Two cubic 2-level flagrooms with a cubic 2-level middle area between. And the map is symmetrical left-to-right as well as longways, with basic connections between each room on both levels.
A fun and well-built map, but the emphasis seems to be on skillz (particularly flagroom fighting), not team strategies.
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