Underworld

sigtrap

L1: Registered
Feb 24, 2010
3
0
Hi,
My first post and my first map. Please be kind.

To do:
- Chose ground textures
- Overlays and decals
- Displacements
- Props and more props
- More health and ammo packs
- Everything I have forgotten

We have played it on Exhale game server with many comments. I think the map works but the feedback was not that good :(
(In Swedish)
http://exhale.forum24.se/exhale-about839.html
http://exhale.forum24.se/exhale-about1114.html

Why I should start a new project (the comments I got):
- Different design (not Valve standard)
- People doesn't like the rocks at CP4
- To big with no choke points
- To big spawns and people feel them self lost

My comments:
The idea was that you have to work as a team with flanking (as Badwater) but complex (as Steel) and with new design (down).

So my questions are:
- Should I continue finishing the map?
- How do you like the overall idea?
- Should I start with a totally new design or start over with a new Underworld theme?

Regards
//Sigtrap
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I think part of the problem with the map's design is that you have a lot of tracks that aren't necessarily in use. There needs to be clear distinction between the tracks that will and will not be used during the game. Even though Valve often uses little side tracks, they typically end them quickly or cover them in dirt to make it obvious that the cart can't go through there. When you have so many tracks, defenders will get confused and place sentry guns and players in chokepoints that can be avoided entirely.
 

sigtrap

L1: Registered
Feb 24, 2010
3
0
I think part of the problem with the map's design is that you have a lot of tracks that aren't necessarily in use. There needs to be clear distinction between the tracks that will and will not be used during the game. Even though Valve often uses little side tracks, they typically end them quickly or cover them in dirt to make it obvious that the cart can't go through there. When you have so many tracks, defenders will get confused and place sentry guns and players in chokepoints that can be avoided entirely.

Thanks, There is just one larger section of tracks. I will set up signs (like road closed) there.
//Sigtrap
 
Mar 23, 2010
1,872
1,696
looks pretty good. Whats up with the track that leads off a cliff on the fourth pic? also the random grass patch looks weird. but yeah, I don't see any choke points.
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
I think the map works but the feedback was not that good

Maybe it doesn't work then.

When playing the map I notice a few things:

1. I don't find my way. Lack of signs and strange reroutes that don't lead anywhere end me up lost.

2. Huge areas that don't serve any purpose.

3. The OOOPEN layout is a problem: the player isn't focused to the cart, mostly you'll end up somewhere else than you want to be: by the cart.

4. Strange geometry: Most of the map feels very random, textures seem to be placed just to be placed somewhere, structures are very hard to justify and the whole map feels very un-tf2y.

Hope you get something good out of this. Seeing as it is your first map, you've probably learned tons from this and can move on to something a bit more planned and less huge. Good luck in the future, I have to say it's great for a first map :)
 

sigtrap

L1: Registered
Feb 24, 2010
3
0
looks pretty good. Whats up with the track that leads off a cliff on the fourth pic? also the random grass patch looks weird. but yeah, I don't see any choke points.

Thanks for the feed back. I'm haven't choose ground textures yet. But from the other comments I got I will do a different underworld from scratch. I will not edit this map further.
Thanks all for your comments!
Regards
//Sigtrap
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
I would suggest simply starting over.
It always feels great starting fresh, it gives you the freedom to plan however you want and it allows you to apply new things that you've learned from your last map.

This time plan a little of your map out, get a basic alpha setup, then start working out the kinks. After all the play testing is done start applying details, but only once your map is proven to be an enjoyable experience. Maps that look nice but play horribly aren't enjoyable.


And don't use the nodraw texture for player clipping (player clipping is making it so players can't pass through something or go out of bounds), use the texture 'playerclip' instead.