Prison_M

Matz

Poster Extraordinaire
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Aug 28, 2008
Messages
2,365
Hi,

I'm back with Prison_M. Since the map was last on the server it has received the following changes (some direct from leadership, others from members, Yokai, RDK etc).

Full central corridor with CT area running through the entire map.
More area for ts to escape, with opporunities for CTs to regain control.
A full medical room rather than a platform.
More details, better aesthetics, streamlined gameplay.
Better defences and lighting/bug removal.
CT controlled explosion desk

Here are all the features:
Pool
Playground climb
Ladder Climb (Original game)
Heal
Gun room
Armoury
Prisoner's Dilemma (Original game)
Cell block with interactive cell cooperation (Original game)
Climb
Maze game (Original game)
CT teleport tower
CT controlled explosion desk
Death run (Original Version)
Jump rope
1v1 Race (Original game
Vents
Over 15 secrets/hidden guns!

Hopefully this can get back onto the server.

Thanks,

Matt
 
Upvote 0
Good map a lot of cool features other maps don?t have. It?s a decent size map. Has quite a few games you haven?t seen before l. Refreshing to not do the same stuff over and over again. A couple things that are negatives would be lighting and the amount of apps on the map. This would be a good map for rebelers
 
Seems like a genuinely fun and cool map to play. I rate it tbh. Would be an honor playing it.
 
Overall this seems like a great map, games are exciting & original.
The Guns arent too OP and there are some "rare" occurences that would make rebelling / playing ct difficult :P
10/5 :thonk:

Would love to see this on the jb server
 
Feedback:
  • You can skip most of the first 10 blocks of climb.
  • There is texture z-fighting on the wall near the gun in climb.
  • The sliding platform game seems impossible in a local game, I can only imagine how nightmarish it would be with the latency of playing it on a server.
  • I can't see a medic anywhere near the race game. This virtually guarantees it will never be played as Ts must be offered health before games that damage them.
  • Please increase the rate at which medic heals you. 10 health a second is unnecessarily slow.
  • I see a one way wall secret. One way walls are incredibly discouraging to play against as a CT. Please consider changing it.
  • I only count 7 map games: Ladder Climb, Climb, Maze, Race, Jumprope, Sliding Platform Race, and Prisoner's Dilemma. Please add a few more.

I love the snarky signs and overall design, just a few pieces of feedback.
 
Feedback:
  • You can skip most of the first 10 blocks of climb.
  • There is texture z-fighting on the wall near the gun in climb.
  • The sliding platform game seems impossible in a local game, I can only imagine how nightmarish it would be with the latency of playing it on a server.
  • I can't see a medic anywhere near the race game. This virtually guarantees it will never be played as Ts must be offered health before games that damage them.
  • Please increase the rate at which medic heals you. 10 health a second is unnecessarily slow.
  • I see a one way wall secret. One way walls are incredibly discouraging to play against as a CT. Please consider changing it.
  • I only count 7 map games: Ladder Climb, Climb, Maze, Race, Jumprope, Sliding Platform Race, and Prisoner's Dilemma. Please add a few more.

I love the snarky signs and overall design, just a few pieces of feedback.

Thanks for looking over it. I'd be happy to give you a tour, it may help show the full picture. Thanks for the useful feedback too, some thing I'll defo look at:

1) Climb is meant to escalate in difficulty, so the first blocks are very easy and some therefore can be skipped.

2) That's meant to come across a little odd, so Ts go to check it out, as there is a secret wall there which has a passage to escape (hopefully with the gun in climb).

3) The sliding platform game has buttons on each platform, which stops the one in front lol, you're not meant to attempt it on full speed!

4) I'll definitely add a small medic point there then.

5) The medic healing is slow because when the map was tested, on a mainly scout map healing became OP. There is also a TP there, and a way to blow it up to stop medic-camping.

6) The secret one way wall is quite obvious and restrictive once used, and is only opened and accessible when the Ts perform another secret action, otherwise it isn't available at all.

7) Ladder climb, Playground Climb, Main Climb, Water Jump, Diving Board HARD jumps, pool games, maze, prisoners dilemma, platform race, Jump rope, death run.

I'm quite a snarky person so the signs came easy.
 
Last edited:
2. The secret is already obvious because of the lighting. The z-fighting under the secret just looks bad.

6. It doesn't matter how weak or hard to reach a one way wall is, they're just inherently horrible to play against.

7. Respectfully disagree that the other games will see widespread use on the ego server. People would quite reasonably rather play climb for the 100th time than jump off a diving board into a pool because your climb is unique but all pools are the same.

Thanks for explaining the rest!
 
Well though out design with lots of potential. I love the playground climb and i think it gives a refreshing take on the average old climb. However i would like to see a bhop and or surf, and i think there is maybe a few to many t guns available, but the secrets are very well though out. +1 would recommend.
 
Really cool map! Games are fun and well played. Aside from the suggestments made by others, I would have some sort of close range weapon the ts could be able to get. (smg, maybe an ak?) Because if you are close by, then the ts cant do anything. Also the 1/20 cell spawn means that at least 1 t will spawn there every round, maybe bump to 1/40? To make it so that it doesn't happen all the time, Overall, Amazing Map! Would love to see this played.
 
reviewed it and its great with excellent original games. awesome secrets i give it 8.5/10
 
2. The secret is already obvious because of the lighting. The z-fighting under the secret just looks bad.

6. It doesn't matter how weak or hard to reach a one way wall is, they're just inherently horrible to play against.

7. Respectfully disagree that the other games will see widespread use on the ego server. People would quite reasonably rather play climb for the 100th time than jump off a diving board into a pool because your climb is unique but all pools are the same.

Thanks for explaining the rest!

2) Fixed now

6) Removed

7) Hopefully will be adding another room with surf + bhop + an original game in a couple months in a new update

I appreciate the tips
 
New updated fixed some logistical stuff and added a surf! Great work!
 
Mayhem Death Mayhem Death Yehhp

Hi you 2, haven't talked in a while.

Ill get straight to the point. There are improvements to the map, and there has been fixes to some of the problems we have had when it was first added to our server. All games are possible and the griefing chance is not as great as it used to be before. The rebelling rate is minimalized (though not including CT mentality) and the flow of the map is still clear. It has been played by us on our old server with a 32 cap, though it has not been played with a server that's always filled with 52. Matz map has gone through testing by others, but it has only been tested for capability, it has not been stress tested. It is a playable and fun map, but to determine if it's good to go it has to be placed on the pG server to see if it can hold up to the extra people.
 
Mayhem Death Mayhem Death Yehhp

Hi you 2, haven't talked in a while.

Ill get straight to the point. There are improvements to the map, and there has been fixes to some of the problems we have had when it was first added to our server. All games are possible and the griefing chance is not as great as it used to be before. The rebelling rate is minimalized (though not including CT mentality) and the flow of the map is still clear. It has been played by us on our old server with a 32 cap, though it has not been played with a server that's always filled with 52. Matz map has gone through testing by others, but it has only been tested for capability, it has not been stress tested. It is a playable and fun map, but to determine if it's good to go it has to be placed on the pG server to see if it can hold up to the extra people.

Lol, no need to tag us in it. Believe it or not we do read things. I will make a post for Tech to put this map on the server so we can test it out together!

Cheers to all
 
tested map today surf was good for a jb map also expressed some concerns of the surf hope to test after!
 
tested map today surf was good for a jb map also expressed some concerns of the surf hope to test after!

Thanks Mass, I adjusted the surf as you recommended - I was able to complete it much easier, so I assume the ;) ;) will be easier too.

I also fixed the fall damage issue you found, and raised the ceiling in the second zone. I have kept the small passage in the first room though.

I also added a surf recall button in the nearby CT area, a heal next-door, improved some lighting and de-bugged 2 textures.
 

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