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coopX2/ DUALTHREAT 32x16

Posted:
22.06.2015, 10:42
by ThexJoker
ok here's another rough sketch. if everyone likes the path alexinator can do the artwork for me and I will write the pathfile after as well.
This one is a split path. no stops.
Re: coopX2 32x16

Posted:
22.06.2015, 15:43
by Pezinator
Some words on this one aswell. Especially the dead end at the start is nice. I also appreciate of the idea of making a completely mirrored path. Nevertheless personally I think that also this one isn't one of your best maps.
I like the idea of adding more splitted paths again. We had that some time ago, why not try it again. But this one here is too short. Splitted paths are quite hard to play. Harder then you might expect. This one here simply doesn't have enough good defence areas. Especially since there are hardly any spots where you can defend both paths at the same time. Unfortunately I also have to say, that at the moment I wouldn't accept the path of that one either.
Try adding some more crossings and places where you can defend both of the wasys maybe you could try to remodel the middle of the path (in between, where the two paths meet). Create a better defence spot that would increase the playability of the path.
Concerning the design. As you said, it's just a rough sketch. So I won't go into detail here. I think we both know, that that map wouldn't be accepted with the design it has now. But I know that the design never had the purpose to do so. If you want to continue to work at this map, I would first of all start to make a little remake of the path to make it easier to defend, that of course you can redesign the map.
greetz Pezi.
Re: coopX2 32x16

Posted:
23.06.2015, 09:54
by ThexJoker
What do you think of this path. added a clock at the end for a final defense position. Also added a few more defendable spots.
Re: coopX2 32x16

Posted:
26.06.2015, 14:09
by ThexJoker
ok here's another version. Did the image work as well since no one shows much interest in the rough sketches( which consumes a lot less time and allows me to adjust the path as needed) But I've found out how to keep the image and the path separate now. so I don't have to worry about that now.
Re: coopX2 32x16

Posted:
26.06.2015, 16:36
by Knappe8
Yeah!
Thats a nice one

Lets try this:)
Re: coopX2 32x16

Posted:
27.06.2015, 05:33
by ThexJoker
Alright thank you for your comments. I'll get to work on the path soon
Re: coopX2 32x16

Posted:
27.06.2015, 05:56
by ThexJoker
Alrighty then. This is a split path. Each path consisting 94 path segments and a total of 188 path segments. no stops and no blocked sections.
Re: coopX2 32x16

Posted:
27.06.2015, 06:03
by ThexJoker
So maps have been a little harder for me lately. I've been making everything from scratch and of my own design. but I will continue to do my best to bring you new and exciting maps. Maybe it's just me but I've been liking my newer maps more than my old ones lol. Anyways I hope you all enjoy this map.
Re: coopX2 32x16

Posted:
27.06.2015, 11:25
by Seraph07
Maybe a new mapname?
Path looks good imo.
Re: coopX2 32x16

Posted:
27.06.2015, 11:35
by ThexJoker
I'm terrible with naming the maps. any suggestions would be appreciated
dualthreat

Posted:
27.06.2015, 12:01
by Seraph07
Added to testing.
Survivor values:
99 / 116 / 120
Re: coopX2/ DUALTHREAT 32x16

Posted:
27.06.2015, 13:18
by xdXP
It´s a lovely path but... That awfull purple on the background ruins it, and you should add a grid aswell.
Re: coopX2/ DUALTHREAT 32x16

Posted:
27.06.2015, 14:09
by alexinator
I enjoyed the map which I played in bounty hunter-mode. I like the path design/route and background because it doesnt distract from path. Well done

Re: coopX2/ DUALTHREAT 32x16

Posted:
27.06.2015, 14:48
by ThexJoker
Thank you for your feedback. and regarding the grid, I prefer maps without the grid. and really how many maps have a grid? Sorry you don't like the background. I do. if I get more comments regarding the background I'm willing to change it but it's very difficult to make maps that everyone likes. I focus more on the path since the background is blocked by all the towers anyways for most of the game. I just wanted something mellow on the eyes and something that didn't distract from the game
Re: coopX2/ DUALTHREAT 32x16

Posted:
27.06.2015, 15:16
by ThexJoker
Ok after getting a little feedback I'm curious how many would like to see a clock added at the end to allow better 2v2 coop gameplay.
Re: coopX2/ DUALTHREAT 32x16

Posted:
27.06.2015, 15:24
by H4T3
very hard in 2vs2.
maybe i'll try out 1v1 soon.
it's ok, but not more on the other hand since BLACKOUT went to testing again, i'd still like to see it in fun.
I'd like a design ala dcode too btw. but with vectorvision you can avoid the "design"
ps for more 2vs2 gameplay i suggest a little change of the path at the end

pps the picture is very nooby

Re: coopX2/ DUALTHREAT 32x16

Posted:
28.06.2015, 17:39
by ThexJoker
Ok added a little clock at the end to improve 2v2 gameplay. and regarding the crossing path thing, I really don't see a point in making a split path if you have a lot of sections where you can defend both paths. The point of making a split path is so you have to defend 2 paths from 2 different points
Re: coopX2/ DUALTHREAT 32x16

Posted:
29.06.2015, 01:13
by Seraph07
Updated.
Re: coopX2/ DUALTHREAT 32x16

Posted:
29.06.2015, 19:42
by ThexJoker
put the wrong path in the file. Here's the path with stops
Re: coopX2/ DUALTHREAT 32x16

Posted:
29.06.2015, 21:45
by Seraph07
Updated.