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Death by Dogs

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Everything posted by Death by Dogs

  1. Technically, it's two separate maps, Decay and Atrophy, where Decay is my version and Atrophy is the version that was updated with the feedback given to me from psychoduck and Dax.
  2. About that whole hate message, it was directed at Psychoduck and I'm sorry for that. I hope that you would forgive me for my arrogance. I understand that you're busy with everything it's just irritating to see you give me a post saying that the map looks good and you'll check it out and then not get a post from you for over a couple weeks.(even though I see posts from you on other's maps saying the same thing, but then getting back to most of them in a few days) And then when you finally did give it a test and gave me the feedback which I then followed and reposted the new version you don't give me any information for more than a month even when I posted on my map so you'd see it easier after multiple weeks. That was all I wanted to say, I just said it in the worst way possible in my last post. I hope that you'll accept this apology, and still consider my map for a feature. Sorry about the outburst.
  3. You know if your not going to at least give feedback on a map (and this could be anyone's) like you say you will then why can't you just tell the truth that you don't care about their map instead of lying. To anyone who doesn't understand why I'm complaining just check the times that these posts have been made. I waited a month to get feedback before, and now it has been more than a month and still no post even though they've obviously been on checking out other maps.
  4. I have revised the map according to your feedback and have called it Atrophy. If anyone has more suggestions then I will be applying them to Atrophy and not Decay. I hope that you will be able to get some more tests in on the new version. Now as for the changes: as you can see I really only changed the central area of the map along with that low portion of the map. I have removed the bridge and replaced it with a jump platform which is reachable from both top and bottom of the map through jumping. I also have removed the sword and replaced it with a SAW on the jump platform. Since the jump platform is able to be reached from below the blue team has an equal chance at retrieving the Saw as the red team (Who do spawn in the same place). I did not change the spawns because it would be quite a challenge and would probably lead to a completely different map. I also didn't change them since the blue team has a better chance at getting the beam Rifle and equal chance at getting both the Saw and Sticky Det., which I believe has evened out the beginning vertical disadvantage that blue team gets.
  5. Well, thank you for the feedback, it according to me was the best I have received on this map yet, you just explained it very well and since Psychduck likes your feedback I believe that is what he was trying to tell me in the first place I just didn't get it. So what I think I've decided to do is keep the map exactly how it is just because I like it, but I will then take the same map and alter it into a different map using this feedback and any other feedback in the future and resubmit the new version.
  6. I understand that your busy, just reminding you to not forget about my map.
  7. Alright, I went back last night and found that gap you had spoken about and fixed it. Although, I have yet to have any framerate problems with the map in my play tests and I searched in the area you said it was and around the whole map, but I was unable to pick up on anything. Though since you said it was there I did delete one of my lights and replace a few objects to try to help although you'll have to let me know if that did it since I can't find anything. Finally I left the sword because I never had any issues with it in my play tests. Maybe if you could explain a little more on why it is not the best weapon besides, 'skill based" I would consider replacing it. I also didn't replace because I already have a beam-rifle and sticky-det. which I believe are skill based weapons. Besides that I re-uploaded the map to my fileshare and you can download it again and see if that fixes the graphic issues.
  8. Thanks for getting back to me, and I do understand it would just be nice to hear something.
  9. I understand, it's just that y'all told me about this about a month ago and I have yet to receive feedback.
  10. Just wondering if you are actually going to test out my map. I would like to hear back from you if you are or are not.
  11. Just getting my signature image
  12. Creator: Death by Dogs Map Name: Vertigo Gametype: Death Slayer Recommended/ Max player count: 2v2 Description: A 2v2 symmetrical slayer map designed with verticality. My custom gametype's only difference from infinity slayer is that there is no personal ordinance. Power Weapons: Scatter Shot, 2 Needlers Weapons: There are six random drops around the map each set up with suppressor, assault rifle, storm rifle, lightrifle, BR, DMR, covenant carbine Grenades: 2 Plasma, 2 pulse
  13. I just wanted to say thanks to everybody's feedback, and I hope to hear from you soon Psychoduck.
  14. Creator: Death by Dogs Map Name: Atrophy Preferred Gametype: Death Slayer Recommended Player Counts: 2v2, 3v3, 4-5 player free-for-all Description: Players battle in what appears to be a once glorious Recycling Center that could recycle anything and everything, but now is abandoned and left to rot and decay. This is an asymmetrical slayer map built for a maximum of 3 v 3. The map has no special trait zones. Power Weapons: Beam Rifle, SAW, Sticky Detonator Weapons: There are four random drops around the map each set up with suppressor, assault rifle, storm rifle, lightrifle, BR, DMR, covenant carbine Grenades: 2 Plasma, 2 Frag, 2 pulse
  15. I really like the map, although my only problem is it seems a little repetitive. It might have been better if you biult at least one biulding to break up the clutter a little. If you did this though you could still fill the biulding with things like crates and shelves so as to limit LOS, as you said.
  16. 6hr and about 2hr for corrections editing after play testing
  17. Looks really interesting, the asthetics are exceptional, but I can't tell the layout exactly but that could just be that each room seems to be rather small.(which could be a problem although I would have to play myself to know for sure)
  18. No there are no kill boundaries between cliffs, this is because If a zombie were to come out of a teleporter and go too high then they would die, and this would happen all the time. And players jumping down is not a problem because they almost always die on impact or just miss the cliff. Only the zombies can drop from a higher ledge onto a lower ledge so even if a human managed to survive the drop zombies could just jump down affter them or just go through the first teleporter intead of the 2, 3, or 4 teleporters. So to answer your question simply no, and it is not a problem.
  19. I fixed the squares on the board so now they are set up correctly, silly mistake. I know I didn't change the pictures, though the fixed map is in my fileshare.
  20. I fixed the squares on the board so now they are set up correctly, silly mistake. I know I didn't change the pictures, though the fixed map is in my fileshare.
  21. The tank's cannon is destroyed at the begining, and I made it so you could not drive it so you would not be able to use the tank's cannon.
  22. No, the biulding at the top is off limits, this is because simply I wantedd to mainly focus on the cliffs, and with only 3 min of spawn time I didn't have time to include a room in the biulding
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