PL Dual Move

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
Tug O' War set in a Well theme :)

All feedback welcome !
Download in .bz2 ;)
 
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Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
It's symmetrical?

It looks too small and could need some more height variation and routes :v

I made sure there are at least 2 routes to every major fighting area, do I need more ? :bored:
It is symmetrical, and the reason for it being so small is because the cart is going to go forward AND backwards (Tug O war)
About height variation, how could I implement it ? Little platforms, tiny upheights on the floor ? (ala Koth King)
 
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tyler

aa
Sep 11, 2013
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There're probably 30 maps named station already, fyi.

Mid looks annoying as hell but I guess we'll see.
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
There're probably 30 maps named station already, fyi.

Mid looks annoying as hell but I guess we'll see.

Guess it's time for map rename
Mid will need rework if people think the deathpit is annoying and/or find sightlines too long in there
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
5,441
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Yea, looks like it needs way more ceiling space. You could add rafters into the central area for soldiers and demo's to jump up to. Then a flank into the rafters for spys and other classes to access.
 

Gadget

aa
Mar 10, 2008
531
527
I'm only judging by the screenshots, haven't downloaded it - hoping it's useful:

The center area is probably going to need more variety in paths and it might work/look better if it wasn't underground (e.g. more open giving players the ability to rocketjump and more space to move/navigate). It's the main fighting area so people will be there most of the time. For inspiration take a look at Icarus' map pl_waste (I think that's the name) and how he's done the layout.

Remove the doors on the center area, they are not necessary. Also right now it's just a square room - there needs to be some sort of cover (crates/barrels/whatever). The bridge is too narrow for people pushing the cart on both sides. Make sure there's enough space on both sides of the track throughout the whole path.

From a detailing point of view you're doing pretty good. In some places you've mixed wood and concrete which looks out of place (e.g. the roofs on those concrete buildings in the first two screenshots where the wood looks out of place). Concrete is usually mixed with steel, not wood. And also the snow looks really blurry - maybe you've scaled it up or picked the wrong material?

Keep it up.
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
I see what you guys are meaning about that mid, CP_Well point B and D right ? :D
If I can afford the time to rebuild the brushwork, it'll probably come in the next 2 alphas. It fits the theme a lot more also, which is why I will definitely look at this

About detailing, I haven't made TF2 maps since long ago so I need to get the themes back in mind, thanks about that comment :>

For the snow texture, I absolutely have no idea what I'm doing, I use some totally white texture =/
The Barnblitz one looked bad, maybe it doesn't if I apply blend on it ? (I know it can look totally white, and white with some "holes" in the snow)

Doors are useless if they aren't doors for spawn rooms ? I need to know more ;_;

Thanks :3
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
Yeah I just realized that even for Tug O War, this is too small and Spytech is missing while in Well, the teams final cap all finish in Spytech...
Gonna plan some stuff and add spytech part so that the map doesn't finish brutally after some mere minute(s)
I'm going to use my next posts as WIPs so that nothing goes wrong
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
A3 Bump :
-Remade mid
-Added new path beneath mid

I'm going to post this version to the gameday, but in the background I'll see how I can implement that final point in SpyTech theme to make in sort the map is a bit longer
Oh and the 3D skybox is probably messed up, I wont rework it for some time

EDIT : Still have no ideas for new map name . _.
 
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Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
Had some ideas during the week end without Hammer :
2012102700014.jpg


The main idea here is to remove hallways (to avoid demospam) and give more liberty of movement to other classes

Comments ? I would love to have a finished layout in mind before doing something in Hammer (mostly because the next finished alpha is going on Gameday ! :3)

(to clarify a bit ... :
... = low level
=== = high level (for the case of the room next to the 2nd red spawn, it is only a tiny bump in the surface of 16/32 units)
--- = structure
<=> multiple paths
>< RED Spawns
>< BLU Spawns
 
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Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
You really need to find anew name before game day, or you'll find people with map does not match server errors. Suggestions, none of which I have checked: twoway, reverse, try and think of something that will clue people into the tug-of-war nature.

Don't worry, I still have plenty of time since Hammer is broken :O
You didn't comment on my screenshot, should I take that as "I approve of this" ??
 

LeSwordfish

semi-trained quasi-professional
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Aug 8, 2010
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The screenshot looks to be a step in the right direction, but I think more might be needed.

Everything else I say is made suspect by not having played the map, so take with a grain of salt. It looks like you still have no real open areas, and just different varieties of corridor. You definitely need the new routes, but I think you should also expand the outside areas and make sure that long-range classes have their place.
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
Ok, I'll see what I can do :) I think it's acceptable to consider an open air room something like Viaduct Event, that huge hole of doom ? (you can see the sky, because there is no roof)
Count that rocket room as a outside area, it's so huge that you cant reach the top of it without noclip (or 8 stickies)

I just renamed my map to Dual Move, but the name didn't update for the thread name ... admin halp ? ;_;

EDIT : Just a question, my skybox is currently just the outline of the buildings, but I've seen you guys don't do it like this : how should I do it ? nodraw on top of the buildings to close it, and the skybox pushed further or something ??
 
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LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Names for threads don't update. Shoot an admin a message.

The trouble is, open areas do not need to be outdoors. Turbine's mid is wide open and indoors, well's last and mid are also examples of this. I think you need more open spaces, not more outdoor spaces.

In alpha, skybox geometry should hug the map pretty closely. The exception is vertically, where a lot of people raise skyboxes to allow rocket-jumping. If you do this, make sure you cut visibility with skybox brushes, to stop players seeing over buildings. Grazr has an excellent tutorial on rooves, which I suggest you look up for a better explanation. As always, looking in decompiled maps is also a useful resource.
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
Gameday bump and A5 :
-Added new routes
-Rocket room
-New point placements

I know there are no secondary routes to the rocket room, but I'm testing with the main route so that'll have to wait
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
I'll rebuild mid into an open air area, screenshots probably tomorrow if I don't get stuck on mirroring. One quick question : model stairs or brush ? Brush cost more in vrad time but models are easy and cost less but you have no control over height/size