The idea you love that just doesn't work

Tupperwits

L2: Junior Member
Sep 24, 2012
62
15
I just spend a good couple of hours building a map around the idea of an Indiana Jones style boulder rolling down the middle of it and needless to say it was terrible.

So I ask you

What's that one idea that made your life hell?
That you loved too much to remove but just made your map horrible to play or a mission to make?

Get some behind the scenes kind of stuff and tell some horror stories while we're at it.
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
My first map was a good concept for 5cp (seriously not a cubish map with props inside)
I looked at portal file. Died. Abandonned
 

xzzy

aa
Jan 30, 2010
815
531
The exploding tower on Stoneyridge.

It seemed like a simple enough idea when we started, but then I slammed face first into TF2/Source engine limitations. I think it mostly turned out "acceptable", but I had to make too many compromises to the original design to be truly happy with it.

Totally killed my desire to ever fire up Hammer again.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Tried to make a functional train in A1 of Ethanol. It was moving sideways.
 

xzzy

aa
Jan 30, 2010
815
531
I wish the idea of a vertical map worked. I'd love to make one.

Too bad no one's ever been able to train FPS gamers to look up or down. I did some playtests of a vertically oriented map for Halo a long time ago.. players complained it was too hard to hit enemies. I guess because it threw off their muscle memory or something?
 
Sep 7, 2012
638
500
Too bad no one's ever been able to train FPS gamers to look up or down. I did some playtests of a vertically oriented map for Halo a long time ago.. players complained it was too hard to hit enemies. I guess because it threw off their muscle memory or something?

Part of the problem is that most games prevent you from looking past 180 degrees up or down, you have to rotate to be able to look farther. This prevents ease of use in vertical gameplay, because you have to twist around as well as simply scan up and down.
 

tyler

aa
Sep 11, 2013
5,102
4,621
I can't think of a game that does this off the top of my head, but I know I've played some where there's movement deceleration the higher up you go, too, because the developers don't expect you to look more than ~60 degrees up or down. Or want you to, apparently.
 

xzzy

aa
Jan 30, 2010
815
531
Also navigating while constantly looking up is difficult.

So what you're saying is this is a bad idea:

1-overview.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Part of the problem is that most games prevent you from looking past 180 degrees up or down, you have to rotate to be able to look farther. This prevents ease of use in vertical gameplay, because you have to twist around as well as simply scan up and down.
Also the FOV is very narrow compared to the horizontal plane, so you're likely to see a lot less of what's going on above or below you at any given time.

Both problems are true in real life as well.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
A big issue with vertical combat is the style of the pitch/yaw player input. Moving your mouse one inch when looking horizontal will move your aim a much further distance than moving it an inch when you are looking up at a 70 degree angle.
 

phi

aa
Nov 6, 2011
832
1,815
Before I started actually mapping I sketched out the layout for an 8cp push map with dual seconds and dual mids...yeah, I think you guys can guess where that went. I didn't even get to making an a1 before I decided it wouldn't work (although if anyone else thinks they could make it work I can send you the layout I drew out). Went to making better projects after that but always wanted to go back to the idea; in the back of my head I know it won't work well though.
 

tyler

aa
Sep 11, 2013
5,102
4,621
I think it might have been teamfortress.tv or the UGC forum where I read someone describe TC as a 5CP map with loading screens between the points, and they are totally correct.

:[
 

Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
I think it might have been teamfortress.tv or the UGC forum where I read someone describe TC as a 5CP map with loading screens between the points, and they are totally correct.

:[

Speaking of TC, I actually enjoy it because it's kinda impromptu. Too bad players are too stupid to just follow arrows to where the next control point is.


"Dude TC is so confusing where are the points?"

"Follow the big arrows"

"Dude I dunno I dont like this"
*disconnects*
 

henke37

aa
Sep 23, 2011
2,075
515
You must be speaking of TC maps besides hydro then.