management

Jun 19, 2009
812
814
PL_MANAGEMENT​

This is a relatively short single stage payload map. Management takes place in an office building where RED is secretly hiding plans for a large spytech missile. BLU decides to blow it up (how predictable).

This map is fully working, fully textured, and fully optimized. It is still a work in progress though because this is the first version (and Murphy's law states that the first version will have glitches). I hope to playtest this map and weed out all the bugs.

Constructive Criticism please. :O

EDIT:
Ok so I just finished playtesting this map and the biggest response from people was that it was too open (as far as the first floor and last room go). I was just wondering for those of you who playtested this what I could do to stop this wide-openness. A couple people were saying it was too long, but I will ignore that because on the contrary, it is quite small.

The fixes / glitches that need to be done so far:
- Openness
- Some overlays
- Some doors apparently not working
- A small spot of no draw that should be removed
 
Last edited:

Fireman

L4: Comfortable Member
Mar 21, 2008
150
59
And RED curses the man who convinced them that an office railway transit system would be a super awesome idea.
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
Unfortunately, as I am afmk, I can't give this map a go around. But make sure you provide lots of vertical space and levels, indoor maps often suffer from this and become very restrictive when it comes to creative flanking for the jumping classes.
 
Jun 19, 2009
812
814
Unfortunately, as I am afmk, I can't give this map a go around. But make sure you provide lots of vertical space and levels, indoor maps often suffer from this and become very restrictive when it comes to creative flanking for the jumping classes.

That's exactly what I had in mind when making this... I thought hey, the war update just came out and all so there will be spam everywhere. So I just thought why not make a non-soldier/demo friendly map?

And if you really wanna do some jumps, you can do so in the CEO's office where the roof is really, really high.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
This map looks great!
Lots of open and long places... As you said "a non-soldier/demo friendly map"
I'd be happy to see how your map is improving
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
The wooden sign in the first picture looks so out of place :/
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
The distance of the track itself isn't too big, but the corridors and rooms seem built for titans. If it were an industrial setting, the large areas wouldn't seem so out of place, but the office environment (and the props inside the environment) tend to clash with it.

I'd "fatten" interior walls and inaccessible-eyecandy rooms in order to make the corridors narrower and to break up the centers of large rooms. This has the nice side-effect of turning "Huge Room" into "Multiple paths".

There were a few places where signage was no longer valid after the route became one-way-only, etc.