Deserted

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
~A little desert(ed) village in the desert~​

I'm busy with a custom set of textures, but that's probably it. No skybox or models since they are redundant:).

Screens are out of date
 
Last edited:

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
EY DUSTOXX.

The points look the same in terms of how they play. Looks... unappealing.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
I'm liking the way point C is designed, however points A and B seem very similar. Only playing will reveal though, so I'll twiddle my thumbs 'till the download is available.
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
New B:
a2_B.jpg
 

Cylence

L1: Registered
Sep 5, 2009
38
11
I just ran through it and I think it has potential. Just as disclaimer: I'm not exactly a comp player and I just hypothesized some combat.

(I'm going to attempt to break up my usual text walls)

The Map As A Whole:
  • The Good:
    • I think there is a good variety between points A and B.
    • I thought most of the map was pretty well proportioned.
  • The Bad:
    • I don't think a comp player would like the size of the choke-points leading into each area.
      • One possible solution to this would be to simply make the exits wider and taller.
      • Another possible solution, I think, would be to make that room in the center of your map with the four paths out of it (the AACB room, if you will) into an outdoor courtyard and make some of the paths leading to it alleyways to get rid of several doorway choke-points. (I also would like having the vertical freedom such an outdoor area would provide.)
    • I felt that you had too many indistinct indoor areas. (Probably would improve with detailing)
    • The path from the AACB room to point C prevents players from turning back, and due to that bend there is no way of telling what the conditions are like on the other end. I can agree with one door to keep the reds from flanking too much, but that path takes the longest to get to from point A or B and it has the additional disadvantage of forcing the player to make a leap of faith.

Point A:
  • The Good:
    • I like the bridge. (Hell, I just like bridges)
    • I think there is a good amount of room to maneuver.
    • I feel like neither exit is too much of a choke-point.
  • The Bad:
    • Might need some more cover to help blu's approach.

Point B:
  • The Good:
    • I like all of the windows on the point that could be used as an escape or means of ambush.
    • The little drop-down in the back of the point could serve as a nice flanking opportunity for both teams. (Blu would have to be pretty sneaky though.)
    • The defenders would probably want to be fighting outside because it is harder to dodge explosive weapons inside. This would give attackers the ability to distract defenders who are fighting in the yard. (Maybe)
  • The Bad:
    • When you are looking out from point B to the blu spawn, on the right side there is a little path with a fence. This path is rather constricting and I think it should be widened significantly.
    • Also, the the wood ramp on the outside of point B could be expanded a bit.

Point C:
  • The Good:
    • The point is a nice mix between A's and B's style.
  • The Bad:
    • Red's spawn is too close to the point in my opinion.
    • The only entrances into the battle area are choke points and very close together. It would be difficult to get through there as blu if both teams were present in full because you would be unable to flank effectively and would start in a choke-point.
      • Perhaps, you could move that cover closer to the entrances so that defenders would have to be closer to and less able to dodge the attackers coming through those choke-points. (That might make it too tight on space there though.)
      • You could make/move some exits into that lower area. Defenders covering the forward exits wouldn't see attackers coming out of there and the defenders would have to spread out to cover those exits thus lessening the disadvantage caused by the choke-points.

I think your map is coming along. Keep up the good work. :)
 
Feb 17, 2009
1,165
376
I think yes. You should test out more textures, see how they look in-game and than use the best ones you like ;)
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
Gameday bump :D

-Bigger capture areas
-Make the arenas A and B bigger(?)
-Some more textures for atmosphere(?)
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
Alpha 4 is out after some time :p
I hope to get some more feedback this time after some tests.
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
i felt like there needed to be a flank to c as it stalemated for almost 6 mins

also i got confused and lost on red team and felt like it needed more arrows