Photic

rlshky

L1: Registered
Jun 20, 2009
2
1
sorry for the off topic post but was wondering if you were going to continue to make Volcanic?
 
Jan 31, 2008
555
1,482
Probably not. I could detail the first stage and release it as a full map. It wouldn't be a very good map though. Gorge is very wide to support many players and a competitive playstyle, whereas volcanic is very tight, just like dustbowl.
 

skatiN64

L1: Registered
Oct 27, 2008
2
0
wow
coolest map ever!
it's only alpha and I had such joy looking at it
also good layout ect...
 

kankle_king

L4: Comfortable Member
Jan 31, 2009
161
86
I have a lot to post here we go:

Change to med HP
2uz83s2.jpg


Add a small HP since this spot is far from the others
s12gl4.jpg



Consider making the walls flush, so there isn't a bump out. Will help pushing combos have a smoother path w/less spam.
122bwhu.jpg



Think about making the arch a little bigger for smoother jumps into/out of last CP.
20js11x.jpg


Moving this block back towards the balcony would help RJs and defending that lower right entrance
2s9f0h5.jpg


This area is too big and atm useless, consider making it MUCH smaller, and/or shortening the path from the right so combos can't retreat so easily.
2mh6d1h.jpg


Extending the balcony to the other side could be very helpful for defense, as well as forcing the attacking team to be more aggressive with their push. Both teams at the same height but far apart works well for a 2/4 CP.
2113y81.jpg


Needs small ammo
2uo575c.jpg


A half window would make this spot great for snipers, really solidifying that middle route as the go-to spot for snipers (think blands last)
2d26ej6.jpg


This spot needs a box or something to allow for a 3 step jump to the top, or add another ramp elsewhere to assist falling medics back to that platform
yhrip.jpg


Add a CP or arrow sign above the door, many people though it was a forward spawn
df9jz5.jpg


This left room is way too useful to only have one entrance. Add stairs/ramp up into that room somewhere around there
mr9raf.jpg


This area is great but needs to be pushed out farther, bigger opening platforms will encourage combos to be more aggressive and allow more jump
2z5669f.jpg


Resupply Sign
309r2wg.jpg


Adding a medium/large size window could do a lot in this spot, being able to see the other team will help choose a better route to attack/defend if needed.
2d82nok.jpg


Overall this is a very good 6v6 map. The layout works well and everyone loves the theme. More play testing will help really polish this thing and add more depth for comp players. Its almost all small stuff like what I posted, but the game play works well even in this early stage.

Thats it for now, add me on steam and lets talk more: b_myne
 
Last edited:

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I doubt you'll really change much in relation to what i have to say since i can see your intentions with the map wont warrant them. I do feel like mentioning it though. I guess any type of feedback is helpful to some degree.

It's a beautiful map, it just bugs me that it's spytech throughout the entirety of the map. There's no facade, and no real resource theme other than the fact that this is an underwater base. I don't predict any changes because there's little you can really do for RED regarding this theme, other than use spytech. Wood simply wouldn't work in this scenario.

I guess if turbine got away with it you can.. It would just be nice if it followed the TF2 narrative a little bit more in regard to team facade's.

A possible suggestion, add in some diving pools? If this map got a custom mini-sub model as well that would totally make this map.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
I'm really getting a Rapture vibe from some areas in the map, especially areas like Arcadia and Persephone.

Or maybe I've just been playing too much Bioshock.
 
Jan 31, 2008
555
1,482
Alpha 9 released, check out the changelog in the first post for more info!
 
Jan 31, 2008
555
1,482
Alpha 10 released, check out the changelog in the first post for more info!
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
My comment is that a lot of people tend to overthink gameplay and layout. I think you're at a 'done deal' point in time where you could move to detailing and be alright. I played a comp photic maybe in a2 or 3 and felt the gameplay was already fair.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Clip your railings
http://www.cubeupload.com/files/e55800cpphotica100000.jpg
http://www.cubeupload.com/files/6b8e00cpphotica100003.jpg

Clip your windows
http://www.cubeupload.com/files/d6ea00cpphotica100002.jpg

Clip your bells
http://www.cubeupload.com/files/6fe800cpphotica100004.jpg

Areaportal through door
http://www.cubeupload.com/files/a32400cpphotica100006.jpg

There's nothing here. It feels like there should be
http://www.cubeupload.com/files/cec600cpphotica100007.jpg

Lighting problems, also you can stand on the lights
http://www.cubeupload.com/files/bec000cpphotica100008.jpg

Other than clipping a few things here and there, and putting a roof on the second point, it's pretty complete.
 
Jan 31, 2008
555
1,482
Alright, I'm kinda tired on this map now.
Before I detail the beta, have any of you got any suggestions for layout changes I should do?
 
Sep 12, 2008
1,272
1,141
Holy shiiiiiiiiiiiiiiiiiiiiiit.



One thing I don't like though, is the toolsblack face on the ceiling. Looks a little unrealistic, maybe change it to a neutral gray metal texture?