[RELEASE] eft_unreality_r1




  • eft_unreality_r1
    This is my second EFT map I’ve made, and decided that it’s ready for releasing. It brings a different concept, compared to maps already on the EFT server.

    [header]Information[/header]
    Unreality introduces two Prism Towers, that bring extreme pain to those who carry the ball at a 20 second interval. (http://i.imgur.com/mbiwoAP.jpg)
    The two Prism Towers will strike a violent beam of energy at the ball at 20 seconds after a player has picked up a ball, with a 2.8 second auditory warning before the tower strikes, causing death to the ball carrier (avoidable). I implemented this feature in to somewhat reduce ball hogging. It causes ball hoggers to either throw the ball, or stand still in a certain position to avoid getting directly hit by the beam for at least once second (the duration of the beam). Unless your quick enough, you should be passing to other people in this map at some point. Aside from new concepts, there is a 7 second speed ball upgrade available in this map on both teams’ sides, and there are the usual platforms that you can use for juking. Gravity has also been set to 0.7.

    [header]Download[/header]
    Release 1: https://drive.google.com/file/d/0B4jDyJ-N9LUlZXB3U19HeGFtRjA/view?usp=sharing

    [header]Extra Media[/header]
    Note: Small changes were made after these pictures were taken, which include a few texture fixes, an extra platform near the speed ball upgrades, and moved the goals inwards slightly.
    http://i.imgur.com/OGwno4A.jpg
    http://i.imgur.com/NE8eLm9.jpg
    http://i.imgur.com/035L728.jpg
    http://i.imgur.com/DKrIqBP.jpg
    http://i.imgur.com/LyLg5rE.jpg
    http://i.imgur.com/objCr4L.jpg




  • eft_unreality_r1
    This is my second EFT map I’ve made, and decided that it’s ready for releasing. It brings a different concept, compared to maps already on the EFT server.

    [header]Information[/header]
    Unreality introduces two Prism Towers, that bring extreme pain to those who carry the ball at a 20 second interval. (http://i.imgur.com/mbiwoAP.jpg)
    The two Prism Towers will strike a violent beam of energy at the ball at 20 seconds after a player has picked up a ball, with a 2.8 second auditory warning before the tower strikes, causing death to the ball carrier (avoidable). I implemented this feature in to somewhat reduce ball hogging. It causes ball hoggers to either throw the ball, or stand still in a certain position to avoid getting directly hit by the beam for at least once second (the duration of the beam). Unless your quick enough, you should be passing to other people in this map at some point. Aside from new concepts, there is a 7 second speed ball upgrade available in this map on both teams’ sides, and there are the usual platforms that you can use for juking. Gravity has also been set to 0.7.

    [header]Download[/header]
    Release 1: https://drive.google.com/file/d/0B4jDyJ-N9LUlZXB3U19HeGFtRjA/view?usp=sharing

    [header]Extra Media[/header]
    Note: Small changes were made after these pictures were taken, which include a few texture fixes, an extra platform near the speed ball upgrades, and moved the goals inwards slightly.
    http://i.imgur.com/OGwno4A.jpg
    http://i.imgur.com/NE8eLm9.jpg
    http://i.imgur.com/035L728.jpg
    http://i.imgur.com/DKrIqBP.jpg
    http://i.imgur.com/LyLg5rE.jpg
    http://i.imgur.com/objCr4L.jpg



  • It looks nice, but it also looks crazy huge. I didn’t know the scale of it until I saw your player model in comparison.  Maybe player speed will compensate for that, but damn, you could shrink it down a bit and still have a solid layout.

    I play EFT off and on, and ball hogging doesn’t seem that stressing of an issue to warrant punishing players for holding onto the ball. I notice supporting teammates will take on defense to shuttle the ball carrier along. Stopping every so often to throw the ball and reset the timer seems like it would really throw off the match’s momentum. Coupled with the fact that there are cracks in the turf, the huge size of the map will make any ball resets a pain in the ass.



  • I very rarely see the ball being held for 20 seconds. So if you want the game to have more passes  then you may want to reduce the beam timer even further.  Reduce map size,  reduce timer.

    As a change to the game mode eft doesn’t have a problem with ball hogging,  but for a single map I like the idea of getting some use out of throwing and passing for once.



  • @Little:

    It looks nice, but it also looks crazy huge. I didn’t know the scale of it until I saw your player model in comparison.  Maybe player speed will compensate for that, but damn, you could shrink it down a bit and still have a solid layout.

    Although the map is bigger than the average size, I tried to compensate for that by making maneuverability much easier, by having the gravity lowered to 0.7 and having a speed ball upgrade that lasts 7 seconds, which, if you’re fast enough, you can make it very far and still have enough time to get a goal, and not get destroyed by the beams from the Towers.



  • @Elite:

    I very rarely see the ball being held for 20 seconds. So if you want the game to have more passes  then you may want to reduce the beam timer even further.  Reduce map size,  reduce timer.

    Are you kidding? A great majority of the EFT regulars (who I will not mention their names) can be considered ball hoggers, and can hold the ball for an entire round. I consider ball hogging to be at LEAST 20 seconds, and most of the people who I got to test this map during development agreed on a 20 second interval. Even with only 20 seconds to hold the ball, it’s still possible to get a goal within that time on this map.



  • Nice work, the anti-ball hogging prisms aren’t really going to serve a purpose with more than 20 players though.

    It’ll promote some more teamwork so I’d like to see it in action.



  • I’ll test it and probably put it up later today.


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