cp_orange_assault

Elec0

L1: Registered
Jun 19, 2010
15
3
So this is a map I made kind of recently. I was learning how to make assault style maps. Most of the people that played this thought it was balanced pretty well and had fun playing it--which is always important.
One thing I didn't add was a round timer, so each round is the full 30 minutes, or whatever the server has the timer set for. Not so idea, I know, but I didn't know how to make a roundtimer at that point.
Anyway, this is a finished map, so I'm not going to be making any edits to it, but what are some suggestions that I could have done better? (And yes, I do know it's an orange map, which some people hate with a passion, but whatever, to each his own.)

FPSBanana Page
 
Last edited:
Apr 19, 2009
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inb4rageposts

Anyway at least you can see that most people are not too fond of orange maps. I hope the your next map is textured! Oh and you might want to toss up some pics in the main release.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
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Well, it certainly is flat and orange. I hope you do better next time. Seeing as this one is labeled as final I can't really leave any feedback. This thread is not going to be pretty.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
What you could have done better? Hmm..
You could do with some details :D

The DROP thing was pretty cool (as was the lift I guess) - but you can stand on the edge and make it stay open.
You don't have any optimization (not that it looks possible to do much for it, but still...), which is something you will need to learn if you make a proper map.
On an A/D map you want to start the points off belonging to red, and then set the entities to prevent red from winning, and have an output on the round timer ending to red winning.
I would suggest that for you to get working entities you download ABS' resource mega pack here.

The blu spawn's doors open on touch it seems, you want a trigger_multiple to open it instead, with a filter for blu only.
Stairs should be clipped so that you go up them smoothly.

In terms of balance, it's an orange map. Not much to say!
 

Delusibeta

L3: Member
Mar 21, 2009
100
14
As a general rule of thumb, if you can't be bothered to put screenshots on here but rather direct me to a FPSbannana page, then I can't be bothered to download your map.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
For an orange map... i can't tell what it looks like screenshots please.
 

Elec0

L1: Registered
Jun 19, 2010
15
3
I thought I did add some screenshots, but apparently it didn't work, so I added some more.
So why do people hate orange maps so much? I've never understood it.
And yeah, I know there's no optimization. I didn't know how to do that then. :(
@Alecom it is a trigger_multiple, it's just closer to the door.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
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Sightlines are massive, no attempt at texturing, things look pretty random. Try disabling your viewmodel, hud, and net_graph in your screenshots when you take them.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
I thought I did add some screenshots, but apparently it didn't work, so I added some more.
So why do people hate orange maps so much? I've never understood it.
And yeah, I know there's no optimization. I didn't know how to do that then. :(
@Alecom it is a trigger_multiple, it's just closer to the door.

Why we hate Orange maps?

- They are lazy.
- Poor gameplay.
- Sightlines.
- And it is also lung cancer killing TF2 custom map scene.
 

Time

L1: Registered
Mar 19, 2009
28
9
How is this territorial control? Isn't this control point?
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
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it's just the fact that you've clearly got an orange pyramid there, tells me you don't plan on texturing properly. Orange is not an end, it is a means.
raaaaah
 

Elec0

L1: Registered
Jun 19, 2010
15
3
You can't say that orange maps don't have good gameplay--I won't disagree that some don't--but all an orange map is is just a texture.
Why is orange a means instead of an end? It seems as though people hate the orange texture, but it's just a texture. That would be like me saying that I don't like your map because it has water texture in it.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
An orange map signifies one of little effort.
They also generally involve huge sightlines, which means that for anything other than sniper, it's not exactly good gameplay.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
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You can't say that orange maps don't have good gameplay--I won't disagree that some don't--but all an orange map is is just a texture.
Why is orange a means instead of an end? It seems as though people hate the orange texture, but it's just a texture. That would be like me saying that I don't like your map because it has water texture in it.

It's not the texture we're worried about.
 

Elec0

L1: Registered
Jun 19, 2010
15
3
I disagree. I've put a lot of effort into orange maps before.
And yes, I do like sightlines. I strongly dislike Valve's maps because they have very little places for snipers. Personally, this map has less places for snipers than my maps usually do.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
lol now you're just trolling

As for the effort, if you compare it to a map that isn't an orange map, you would hopefully see the difference in the amount of work needed.
 

Elec0

L1: Registered
Jun 19, 2010
15
3
I've made non orange maps, and there isn't a very different amount of work required, it just depends on the map.