Skybase

Jan 20, 2010
1,317
902
I'd say, my main complaint is that there's clipping or a skybox that is really low down in the central arena area. I can't sticky-jump or rocket-jump without hitting an invisible ceiling.
 

Ashigak

L1: Registered
Feb 3, 2010
19
0
Some people might comment about the coloured lights, but as long as they are only in spawn they shouldn't be too bad.

Also, you stole my idea for my next map!. :p

Yeah the coloured lights are only for the spawn - just to change it a little bit...oh and sorry for taking your idea, what were you going to create?

I'd say, my main complaint is that there's clipping or a skybox that is really low down in the central arena area. I can't sticky-jump or rocket-jump without hitting an invisible ceiling.

I did have that on my list for the new version I think; I was waiting for more things to update before I released another version.


Ashigak
 
Jan 20, 2010
1,317
902
I would also say that the whole thing just feels kind of sterile but I'm assuming your not done detailing.
 

Ashigak

L1: Registered
Feb 3, 2010
19
0
I'm still working things over with it...don't know how much to put in and where, so the usual!


Ashigak
 

Ashigak

L1: Registered
Feb 3, 2010
19
0
Reminds me a lot of pickle's maps..

Is that a bad thing? I must hold my hands up and say I did study his work a bit.


Ashigak
 

Bya

L1: Registered
Jan 23, 2010
46
8
Looks good.
I must say that I absolutely suck pens at lighting though.
 

What The Funk

L1: Registered
Dec 13, 2008
9
2
bar a lack of props, this is an awesome piece of mapping, very good lighting (i suck at it ) and im liking the style, gj :D
 

Ashigak

L1: Registered
Feb 3, 2010
19
0
I hate double posting and bumping threads but I would like some more feedback on this map if possible. I have waited a while for another response.


Ashigak
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Nice work on keeping the map neat and streamlined! Kodus for good optimization.

I haven't played it yet, so all I can offer is feedback from running around.



As far as layout, I would say it's a great design. I found my around the map very easily right away. I did notice a few tweaks I would like to suggest. I like the upper middle area, it's a shame there's no access to it from the 1st floor of the outer main area. Would be real nice to have a way up there with out having to run all the way back into your base (or theirs).

Maybe add a ramp here somehow?
see image:

ctf_skybase_b2a0000copy.jpg




I also see a potential issues with the fact that an SG can cover all 3 doorways going into the intel room. Might be a bit too strong for defense. There's a million ways to "fix" this. Add a small side path (maybe roof access, or a tunnel etc). Or give the attackers some cover, maybe a bookshelf that a demo can lob nades over etc. Something small and subtle would sufficient.








Something is wonky about these glass pieces. For one, the very corner edge is missing the red framework. But, I also think they might be too strong of cover. Maybe if they weren't so tall?

ctf_skybase_b2a0001.jpg











In my book, this is a big no no. An SG can shoot into the spawn room....from the main fight area!


ctf_skybase_b2a0002.jpg







Another main thought going through my mind was, You could make it a lot more sky-ish. I know you're still devleoping the map, but I want to point out some thing I think would work towards your intended skybase theme. The Intel room ceilings could be a big glass dome as to allow the players to see more skybox. Also was thinking it would be awesome to have other bases floating in the sky in the 3dskybox. That would give it some more depth. Also, I think there are cloud cards for the 3dskybox. I think if you added fog and some moderate wind sounds would make it even better.



get rid of this view obscuring wall. add 3dworld of floating bases! :thumbup1:
ctf_skybase_b2a0004.jpg





Open up this ceiling so we see more sky.
ctf_skybase_b2a0005.jpg
 

Ashigak

L1: Registered
Feb 3, 2010
19
0
Thanks for taking the time to look through the map in such detail l3eeron!

I'll take all of this into consideration for the next update I make to this map although that could be quite a way into the future as for my time available now.


Ashigak
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
So we tossed it on our server, and played a full round with teams pretty much full. It didn't go over so well. The main problem is the location of the spawn rooms, like I was afraid of originally. I was getting blown up the instant I spawned from accidental spam spilling into the open spawn doors as people were leaving the room.

It rated 2.53 out of 5.


The secret door to the teleport was not a good turtle breaker. It might work if you have two doors coming out of the tele destination. But, once a team turlted up with 3 SGs watching the intel, it staled out.

I would suggest making the upper middle and side routes a more viable option by making them more accessible and more direct to cut out some travel time. As it is now, no one takes the side routes into the intel room because there's no difference between which door you enter from. All 3 doors are sitting at the same elevation, and facing into the room in the same direction. Give the side routes some cover as they enter and/or some elevation or something!

Good luck, I really hope you decide to pick a real theme and detail it!
 
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