PL WaterCity [Provisional Title] [Deleted]

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TMB

Banned
Jun 7, 2015
821
323
WATERCITY
Watercity it's a payload map with Maritime City ambient!

All feedback is welcome, and opinions as well!

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Author: TMB
Contact: tmbanimations@gmail.com
WorkShop: Coming Soon!
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Last edited:

sooshey

:3c
aa
Jan 7, 2015
514
410
You really gotta add some flanks. Blu will never win without alternate routes to go.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
Nice corridor :jimijam:

No but seriously, open that layout and add some paths at least, it won't last 2 minutes in a gameday. :)
 

TMB

Banned
Jun 7, 2015
821
323
There is things that is obvius fail and others no, and i know that was a corridor but i dont know how to make the map estructure, this is the base...
 

RaVaGe

aa
Jun 23, 2010
733
1,210
There is things that is obvius fail and others no, and i know that was a corridor but i dont know how to make the map estructure, this is the base...

You should not work this way, imo, the structure of a pl map depends of the gameplay elements you want to introduce in, ie, a certain type of choke, a control point, etc, working around a path is useless because you will run out of space instantly, especially with your tight layout. What you should do instead, is working on some control point areas, with some cool heights and gameplay elements, then connect them with chokes.

That's probably the best thing to do to structure a pl map.
 

TMB

Banned
Jun 7, 2015
821
323
You should not work this way, imo, the structure of a pl map depends of the gameplay elements you want to introduce in, ie, a certain type of choke, a control point, etc, working around a path is useless because you will run out of space instantly, especially with your tight layout. What you should do instead, is working on some control point areas, with some cool heights and gameplay elements, then connect them with chokes.

That's probably the best thing to do to structure a pl map.
Maybe it is, i have a lot of ideas on my mind but i dont know how to put them in the map...
 

sooshey

:3c
aa
Jan 7, 2015
514
410
Maybe it is, i have a lot of ideas on my mind but i dont know how to put them in the map...
Don't be afraid of throwing something together and testing it. Every map goes through tons of changes and countless ideas don't even make it to alpha. As long as there's something there, and it's playable, it can be tested and you can receive feedback. This community isn't here to make the map for you, they're here to help you improve what you made yourself.
 

TMB

Banned
Jun 7, 2015
821
323
Don't be afraid of throwing something together and testing it. Every map goes through tons of changes and countless ideas don't even make it to alpha. As long as there's something there, and it's playable, it can be tested and you can receive feedback. This community isn't here to make the map for you, they're here to help you improve what you made yourself.
Ok, its just that this map is very important to me and i want that looks great
 

Cargo_Tokens

L3: Member
Feb 19, 2015
116
71
Ok, its just that this map is very important to me and i want that looks great


If you mean "looks great" in a literal sense that you could always try doing detail rooms to practice your detailing and use dev textures in this map until you complete the layout. Once the layout is done you could use your newly taught detailing knowledge to then detail the map.
 

Aeix

L3: Member
Feb 14, 2016
147
58
Hmm, at the moment, this map is basically three corridors, and then an open space. I like the one way door for red, but maybe it should open for blue as well after they cap the second last point? Also, the sightlines in this map are pretty big... If you watch the replay of us imping the map, you may notice that at the start of the round, everyone goes as sniper - I mean actually everyone on both teams (with the exception of like 2 people). Put in some cover - crates and other prop_statics work as good cover. We also need flanks too, as they help negate sightlines.
Also, never be afraid of making big radical changes too your map - that's what we are here for, to see if they work or not.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Its very boring take photos with any update

If it's boring to take screenshots, so everybody could see what's going on the update, could we at least have a proper change log which tells us what has changed.
 

Aeix

L3: Member
Feb 14, 2016
147
58
Its very boring take photos with any update
If it's boring to take screenshots, so everybody could see what's going on the update, could we at least have a proper change log which tells us what has changed.
Can you please do one or the other? Also, when you do something badly like updating your map without writing a change log or screenshots, at least take away what people have said you have done wrong and do it right next time.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
You're going in the right direction with this, but the main complaints still aren't addressed.
  • It's good that you opened up the play spaces, but you did it a bit too much, because now the first and last areas are just huge and flat with nothing to hide behind or play around.
  • Most of the track is still long corridors with no flanks. I see you made one at point B but you need to add flanks for every point.
  • I recommend making some more height elevation or more twists and turns to keep those sightlines from being too long.
  • I still don't see any pickups like health or ammo.
  • Give Red spawn more than one exit so they don't get spawncamped. Also, keep the track away from Red spawn so you don't lead Blu players too close.
  • Something's wrong with your skybox. If your skybox is custom, which I'm guessing it is, then you need to pack it into the bsp.
 

TMB

Banned
Jun 7, 2015
821
323
You're going in the right direction with this, but the main complaints still aren't addressed.
  • It's good that you opened up the play spaces, but you did it a bit too much, because now the first and last areas are just huge and flat with nothing to hide behind or play around.
  • Most of the track is still long corridors with no flanks. I see you made one at point B but you need to add flanks for every point.
  • I recommend making some more height elevation or more twists and turns to keep those sightlines from being too long.
  • I still don't see any pickups like health or ammo.
  • Give Red spawn more than one exit so they don't get spawncamped. Also, keep the track away from Red spawn so you don't lead Blu players too close.
  • Something's wrong with your skybox. If your skybox is custom, which I'm guessing it is, then you need to pack it into the bsp.
Ups i forget pack it, thx anyways...
 
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