Haste

PL Haste b1

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
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Astonishing work, especially for <72 hours of work. Good job!
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
2,364
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This really does look nice, especially that extended roof in front of BLU spawn. I sure want to play this.
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
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I love the layout but, it looks like in the first picture that the choke point comes a bit early.
 

YM

LVL100 YM
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Dec 5, 2007
7,135
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Still not entirely sure about the giant satellite dish, I really like it because it's hilarious but I really dislike it because it's hilarious.

I know that if I'm going to keep it I need to add more detail underneath of it, the positioning of the wires at current sucks.

Just don't know if I should keep it :/


45b by Y__M, on Flickr
 

Trotim

aa
Jul 14, 2009
1,195
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Don't keep it, looks completely out of place and more like a skybox error than deliberate
 

Ravidge

Grand Vizier
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May 14, 2008
1,544
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0962af8e-1674-48db-b41a-41bb096d1ebc.jpg


I've seen bigger.
(Radio telescope in the Brazilian jungle, iirc)

Can't fool me, that's tc_hydro in cryengine or something.

Ontopic: you have way too many healthpacks in the the indoor section, and the detail clipping needs work. Overall a very impressive map for the time spent on it!
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Alright, just played this... Indoor area's are just really long and narrow, basically there is 3 areas, the 2 long hallways on the bottom, and the long hallway leading to one of the lower hallways above... Its just really dull and spammy, I picked up 4-5 kills in a life just blindly spamming down a hall. Its a nice attempt at indoor pl, but needs some more work.

I have to say, I'm not "wow'd" by the gameplay, the detail is nice for 72 hrs, a lot of repetive textures made things hard to navigate at first, but on that front, well done. But (back to it) for gameplay, it just seems... dull... Demos/Soldiers spam... Heavy/medics just pull kritz, run back, recharge, repeat... and once blue pushes through a certain point (final 90 deg turn it appears) red seems to have trouble stopping them.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Alright, just played this... Indoor area's are just really long and narrow, basically there is 3 areas, the 2 long hallways on the bottom, and the long hallway leading to one of the lower hallways above... Its just really dull and spammy, I picked up 4-5 kills in a life just blindly spamming down a hall. Its a nice attempt at indoor pl, but needs some more work.

I have to say, I'm not "wow'd" by the gameplay, the detail is nice for 72 hrs, a lot of repetive textures made things hard to navigate at first, but on that front, well done. But (back to it) for gameplay, it just seems... dull... Demos/Soldiers spam... Heavy/medics just pull kritz, run back, recharge, repeat... and once blue pushes through a certain point (final 90 deg turn it appears) red seems to have trouble stopping them.

I am very aware the indoor section isn't very interesting, but in the interest of getting it finished in 72 hours comperomises had to be made, I'd have rather had a fully detailed map that plays ok in the time than a mostly detailed map that plays well. For impact.

So now I've finished the 72 hours I can put my time into making it play better and breaking up visual repetition.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
If you do have the dish don't hesitate to make a massive skybox volume and place the dish really far away from the sky camera. You do get dishes close to that size, but it'd be less rediculous if it was seen at more of a distance.

If you've ever taken a look at the HL2 3dskyboxes, particularly those that utilise the citadel model(s), some of those skyboxes can be as big as small TF2 maps.
 
Feb 14, 2008
1,051
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I'm really impressed with how finished the map appeared to be when I played it. I did feel though, as others have mentioned, that the 2nd point indoor bit could do with some spicing up and more interesting geometry.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
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Thats the goldeneye dish, frozen!

Kids these days..

Yep was trying to explain this to a friend earlier, she was totally blank faced. :mellow:


Also yes grazr most of them are huuuuuuge and only contain about 2 props.
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
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First up, great job on making such a pretty map in such a short space of time. In general the layout is OK, but it feels floaty and unrefined. I know that's to be expected with so little time, but it does feel a bit like it was built to spectate bots in. The last corner is fairly brutal if I remember rightly, blu rolls right up to there and then it becomes a bit of a meat grinder. Still, definite potential if you refine the layout so keep cracking on with it.

On a side note I actually quite like the indoor section and think that with a few more jinks and hidey holes in it it could play really well.

Oh and keep the dish, just make it about half the size it is now. ;)
 

REEJ

L420: High Member
Aug 26, 2010
437
176
I have to say, I'm not "wow'd" by the gameplay, the detail is nice for 72 hrs, a lot of repetive textures made things hard to navigate at first, but on that front, well done. But (back to it) for gameplay, it just seems... dull... Demos/Soldiers spam... Heavy/medics just pull kritz, run back, recharge, repeat... and once blue pushes through a certain point (final 90 deg turn it appears) red seems to have trouble stopping them.

I thought the whole point of the contest was to "make a map" in 72 hours. And as far as I know YM is the only one who actually did finish one. Repetitive textures is what you'd get if you'd try to fully develop a map in such a short period of time.
I don't see anyone complain about repetitive dev textures in most of the other maps.
 

YM

LVL100 YM
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Dec 5, 2007
7,135
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I thought the whole point of the contest was to "make a map" in 72 hours. And as far as I know YM is the only one who actually did finish one. Repetitive textures is what you'd get if you'd try to fully develop a map in such a short period of time.
I don't see anyone complain about repetitive dev textures in most of the other maps.

It's inevitable that people will bring up the detailing because as a nearly finished map you expect better. Everyone else has submitted clearly unfinished maps, so everyone already accepts that details will be few and far between. It's just a perception thing, I'm quite sure when proper voting for the contest comes around everyone will review the maps fairly.

Also since this thread is for continuing development of the map going forwards, they're fair comments as the issues need to be addressed.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
as i've said before about the dish:
it's a nice idea for a sky box feature, but if you want it to be quite that large, you'll have to make it more like the hydro dish. (i.e. fixed, with a concrete base)
currently, the proportions of the dish make it look more like some kind of alien structure or space ship rather than a man made structure/device.


in regards to the contest: i can't vouch for everyone else, but i already knew it'd take more than 72 hrs to make a full map, and have finally learnt that it's better to keep detailing sparse early on to save from the risk of having to remove the detailing later due to gameplay reasons.
so i went into this with the mindset of "i want to make this map, i don't want to be constrained with a time limit for finishing it, so lets see how far i can get, and i'll submit whatever i have when the deadline arrives"
personally i think that most people will be voting on the fun factor over the asthetics, which is why i'd say you'd probably have been better off making a mostly detailed map that plays well rather than a fully detailedmap that plays ok. for impact.

back to the map itself:
i'm not sure how willing you are to change things, or more precisely i don't know how extensively you're willing to change things, but i'd suggest perhaps turning the interior area into more of a curve/curl, so the building will have more going on to it's north.
otherwise, or maybe as well, restrict red's ease of access to the cliffs just after the interior area. (and i know you're already going to improve on blue's ability to access that flank more safely)
if you want combat to focus on the final area after the 2nd last point is capped instead of the lead-up to it north of the bridge, i'd suggest putting a sharp turn on the track immediately prior to that area (ala badwater or goldrush stage3), together with making sure red and blue both can't gain too strong a height advantage at that turn.

those just my thoughts at the moment in regards to this map. whether you use them or not, i'm still interested in seeing where you go with this, and playing on the final version, which i'm sure will be fun for both teams.