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HPBlueprint (16x16)

Moderator: Map Officer

What do you think, do you like it?

Yes, absolutely! =D
5
42%
Yes, but the design is not so good. =)
3
25%
Yes, but the path is not so good. =)
0
No votes
I don't know... =/
0
No votes
No, but at least the design is not so bad... =(
0
No votes
No, but at least the path is not so bad... =(
0
No votes
Hell no! Seriously... what's this? O_o
4
33%
 
Total votes : 12
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HPoltergeist

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Post 08.02.2013, 19:03

HPBlueprint (16x16)

Hi!

A brand new blueprint design. =)

- 16x16
- 151 path segments (147+4 in the dead ends (+1 in each))
- no blocked spaces
- stopping in the dead ends (4 places)

Path:
(for full path, see the attached pic, next to the 16x16 image)
- entering the map on the bottom side
- entering the greater hall through the right side, lower entrance
- 1 small circle, then 1 large circle clockwise
- exiting from the greater hall through the right side, upper exit
- going upwards into the dead end (1+1 tick stop)
- entering through the right side of the smaller hall on
- 1 circle counter-clockwise
- exiting through the left exit
- through the curves into the other dead end (1+1 tick stop)
- entering the greater hall through the top side, left entrance
- 1 small circle, then 1 large circle counter-clockwise
- exiting from the greater hall through the upper side, right exit
- entering the smaller hall through the bottom entrance
- 1 circle counter-clockwise
- exiting through the upper exit
- through the strait sections
- going into the lower dead end (1+1 tick stop)
- going into the dead end on the left side (1+1 tick stop)
- exiting the map

ImageImage

Image

HPBlueprint.zip
Map package - HPBlueprint
(11.76 KiB) Downloaded 63 times


Any feedback is welcome! =)
(But since it took so much time to make this map, I won't change anyting. Maybe some minor things in graphics. Sorry.)

Thanks,

HPoltergeist
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Post 08.02.2013, 19:03

Re: HPBlueprint (16x16)

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Pezinator

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Post 09.02.2013, 15:03

Re: HPBlueprint (16x16)

I really appreciate that you took the effort to make this map. But like this you definitely cannot take it ingame. The path is far to complex for me and i think it's a bit too long. The design is also not special. The difference between grey and blue is to big and most of all a blue background is never a good thing (blue creeps).

I don't know if you want to remake the map or not, but if you insist on letting it the way it is now, I am sorry, but I can't give you any advice how to improve it.
"Have no fear of perfection; you'll never reach it."
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HPoltergeist

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Post 09.02.2013, 16:35

Re: HPBlueprint (16x16)

Pezinator wrote:I really appreciate that you took the effort to make this map. But like this you definitely cannot take it ingame. The path is far to complex for me and i think it's a bit too long. The design is also not special. The difference between grey and blue is to big and most of all a blue background is never a good thing (blue creeps).

I don't know if you want to remake the map or not, but if you insist on letting it the way it is now, I am sorry, but I can't give you any advice how to improve it.



I value your feedback, but ther are few maps ingame as complex as this one. I'm played on them. =P

The design is new by me, because I spent a lot of time making this. I think i can do something with the blue background. Besides the difference was one of the point in this map.

I think it should be put in game, and let's see... If none will play on it, then it could be taken out... =P

Edit:
On the other hand, this path is not so complex, but I've made a path map for it so it can be seen, thats why it looks complex... =)
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Pezinator

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Post 09.02.2013, 17:17

Re: HPBlueprint (16x16)

Yes but up to my opinion this is too complex and no we won't put bad or unfinished maps in the game and take them out later again. There are many and i mean really many maps in the game that should be deleted instandly, cause they are simply bad. But this is work. So why take the effort to implant and delete a bad map if we could instantly add a good map?
"Have no fear of perfection; you'll never reach it."
<<

HPoltergeist

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Post 09.02.2013, 18:06

Re: HPBlueprint (16x16)

Pezinator wrote:Yes but up to my opinion this is too complex and no we won't put bad or unfinished maps in the game and take them out later again. There are many and i mean really many maps in the game that should be deleted instandly, cause they are simply bad. But this is work. So why take the effort to implant and delete a bad map if we could instantly add a good map?


Hmm... you have truth in your words, but we only know, your opinion, and not others'. So I won't jugde by one person's opinion. (No offense.)


Pezinator wrote:and no we won't put bad or unfinished maps in the game and take them out later again.


(Btw are you a staff member or developer or something?)
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Pezinator

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Post 09.02.2013, 18:31

Re: HPBlueprint (16x16)

Well to be honest i'd like to be, but actually I am not! I am just one of the few person who try to keep the Forum especially the map forum at live. I try to help people or give them some advice as much as i can. That means: Actually you can judge me as a silly person who tries to seem important or you can judge me as a member of the community who tries to help you.

Btw. well that's true. It's just one oppinion. Off course you can wait and see what others will say.
"Have no fear of perfection; you'll never reach it."
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HPoltergeist

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Post 09.02.2013, 21:31

Re: HPBlueprint (16x16)

Pezinator wrote:Well to be honest i'd like to be, but actually I am not! I am just one of the few person who try to keep the Forum especially the map forum at live. I try to help people or give them some advice as much as i can. That means: Actually you can judge me as a silly person who tries to seem important or you can judge me as a member of the community who tries to help you.

Btw. well that's true. It's just one oppinion. Off course you can wait and see what others will say.


You are valuable, and absolutely not silly, you gave me many useful advice! But we can't agree in everything. =P
As you can see barely nobody talks on this forum, except us and few returners.
I consider your opinions, of course, but maybe there are more others, who would like these maps as they are. =S
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Seraph07

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Post 10.02.2013, 12:19

Re: HPBlueprint (16x16)

The path is complex, no one will know how the map works if he plays it the first time (PRO users with vector vision excluded).
You have the options to create a good design, please dont post such an unlovely background.
You will only hear that you have to improve the design. Quality before quantity.

To your offtopic: please give the community some time to get intouch with your mappostings. The polls prevent some users to give an konstructive opinion. Also - there is no need for a leaderfigure in the mapforum. The community knows the guideline and without a testserver where we can test the new maps there is no need for maptester.

We try to place only 100% lovely maps into the game, so unfinished maps have no realistic chance to get "tested".
Feel free to improve the unlovely ingamemaps.
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HPoltergeist

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Post 10.02.2013, 13:47

Re: HPBlueprint (16x16)

Seraph07 wrote:The path is complex, no one will know how the map works if he plays it the first time (PRO users with vector vision excluded).
You have the options to create a good design, please dont post such an unlovely background.
You will only hear that you have to improve the design. Quality before quantity.

To your offtopic: please give the community some time to get intouch with your mappostings. The polls prevent some users to give an konstructive opinion. Also - there is no need for a leaderfigure in the mapforum. The community knows the guideline and without a testserver where we can test the new maps there is no need for maptester.

We try to place only 100% lovely maps into the game, so unfinished maps have no realistic chance to get "tested".
Feel free to improve the unlovely ingamemaps.


I don't make maps for the first time. I make maps to call the players back, to get used to it. ;)

I don't know, what do you mean by leader figure and map tester. Actually I really don't know what are you talking about. I don't want to be either of them.
If that's it, I'm only trying to keep the forum alive, besides, there are really only 3 or 4 people doing anything. =/

Well, maybe somebody is open for a new design and approaching, and don't get scared by some new, longer and more complex maps.

To be honest, I think I had enough map making for a long time. Here, there are many rules, and so strict lines, that to many people follow and who tries to bring some new and unusual path or design, then is thought to be low quality.

Besides these are still only two opinions. =)

I don't care if you put them in game, that's your choice.
I don't care if you use them, modify them, do whatever.

I'm tired of this, rowing against the tides.
Good luck with your principles.

Bye guys.
HP
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Seraph07

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Post 10.02.2013, 15:16

Re: HPBlueprint (16x16)

I only have said that the path is complex and nobody will understand it in the first game.
The pathroute is ok, sadly it is not possible to get an idea of such an complex path when you add arrows.

If someone posts a map with a unlovely background he thinks in a negative way about the map. Thats why we suggest to post the maps when you think they are finished.

I also admit that your designskills are higher than showed us on this background. I would be happy to see a other version of a background.

You asked Pezinator if he is in the staffteam and I answerd that mapcreating is a communityprocess, which does not need a specific teammember to operate.

My post was not only for you HPoltergeist, I also spoke to Pezinator, so please dont be huffy when you cannot understand something. We will give your questions an answer.

CreepTD has no testserver, only the mainserver. And you wouldnt play a game witch is unbeauty. Thats why we try to improve the maps before they can pass into the game.


There are only few rules for maps:
- you must see the towers on the background
- you must see the creeps on the path
- you should understand the pathroute
- the map must be playable

This map passed 3/4 of the rules, so I dont see a problem with "many rules".

I also praised your path for innovation, if you forgot this. So please dont think to bad about feedback of your maps.
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Flipper

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Post 12.02.2013, 08:23

Re: HPBlueprint (16x16)

HP
My opinions are as follows.
1) I like the multi use and directions of the circles.
As far as a player not knowing what is going on.....well there are plenty of maps like that out there. and they are liked and well played.

2) the graphics doesn't live up to the title. I would like to see true blue print color merge to a real life thing:[spoiler]
blueprint.jpg
blueprint.jpg (23.38 KiB) Viewed 1569 times
[/spoiler]

This is just a concept and in no way is anything close to being a finished work. just trying to illustrate the idea of blue print merging to real. (You can kinda see measurements in teh upper left of the blue print part.

I do like the path and the concept is interesting, I just don;t like the way you went with it.
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manuel

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Post 12.02.2013, 19:12

Re: HPBlueprint (16x16)

All your maps are incredibly ugly. Furthermore, the names will never get accepted.
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Seraph07

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Post 13.02.2013, 17:01

Re: HPBlueprint (16x16)

The names are never a problem just as the design.

As you can see there are actually people who give constructive feedback and help with the worrys of the map.

So please dont say anything if you have no manners to say it friendly.
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Seraph07

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Post 22.01.2017, 14:37

Re: HPBlueprint (16x16)

Design is not ok. Blue creeps and towers are the problem.
Path is ok.

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