KotH DryBed

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Please, for the love of whatever you believe in, don't make suspension cables like that. It's ugly as crap. Just make solid beams.
 
Apr 14, 2013
663
343
The 5th screenshot is the best screenshot ever. All the boats

But the detail is indeed way to intense. And I'm afraid that you'll just constantly get stuck into props. I like detailing in alphas as well, but after I discover parts of the maps are bad, I just don't want to delete them. You can focus on gameplay only if you keep detail to a minimum- use some textures to define the setting, but almost no props, apart from the gamechanging ones. (Fences, concrete baricades, etc)
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
The "detailing" looks fine to me. The vast majority of the props there are for breaking up gameplay spaces and directing players towards the objective. You could've toned down the decoration a little, but it's nowhere near as extreme as y'all are making it out to be.

Having said that though, it does look like you're relying on props an awful lot to break up gameplay spaces.
 
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Bunbun

aa
May 18, 2014
401
782
I'm so sorry but... the way those boats are placed are just sooo wrong.
 
Oct 6, 2008
1,947
445
Re - the boats - maybe that area should have some water - make the water a brush that goes up and down like the tide for some dynamic stuff - not sure if it works but if you made the boats phys items maybe they could float around randomly?

Edit: and now that I see the supports under the bridge - get rid of the support cables :)
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
The problem is the type of the boats, in my opinion. Those don't look like river boats.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Please, for the love of whatever you believe in, don't make suspension cables like that. It's ugly as crap. Just make solid beams.

I'm not a fan of the support cables either. The idea is that the bride is one of those rising bridges that splits in half to let boats through. The cables and the hydraulics underneath are just messing with ideas as to what to do with it.

The 5th screenshot is the best screenshot ever. All the boats

But the detail is indeed way to intense. And I'm afraid that you'll just constantly get stuck into props. I like detailing in alphas as well, but after I discover parts of the maps are bad, I just don't want to delete them. You can focus on gameplay only if you keep detail to a minimum- use some textures to define the setting, but almost no props, apart from the gamechanging ones. (Fences, concrete baricades, etc)

There is a lot of truth to that. I didn't have any issues with getting stuck on stuff but then again I did make it, and have played it the most of anyone BUT that's what Gameday tests are for.

The "detailing" looks fine to me. The vast majority of the props there are for breaking up gameplay spaces and directing players towards the objective. You could've toned down the decoration a little, but it's nowhere near as extreme as y'all are making it out to be.

Having said that though, it does look like you're relying on props an awful lot to break up gameplay spaces.

I agree with that completely. The reliance on props will likely change as I get more ideas, but at the moment, my ideas revolve around props. It's not ideal but this is only the first version of the map.

The problem is the type of the boats, in my opinion. Those don't look like river boats.

I agree with this as well but I used what I had. The boats looked more interesting than just putting a rock there.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Instead of boats, use train_flatcar_containers.