PL cutoff [Deleted]

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Pinsplash

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May 8, 2016
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pl_cutoff - "a maze map? that's a good idea"

wooooaaahh what!? a maze map? how the FUCK does that work?
yeah but seriously this map is kinda cool. its just based off a 21x24 pixel maze i made in mspaint. after a little playing time, you might notice the weird sizes. this map goes about 15% on the grid. almost all the geometry is in increments of 150hu. welcome to hell.View attachment 19237 View attachment 19238 View attachment 19239 View attachment 19240 View attachment 19241 View attachment 19242
 
Aug 30, 2015
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Well the important thing is that you had fun making it
 

sooshey

:3c
aa
Jan 7, 2015
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Why not just stick to the grid and make your life 1000x easier???

While an interesting idea, I think classes like scouts aren't gonna have a great time here because of the lack of open space. If the skybox ceiling is at the height of the walls, that isn't much room for explodey jumpers to do their thing, either.
 

Pinsplash

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May 8, 2016
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i love chaos, soosh. the walls actually only go up to half the ceiling height, and both spawnrooms have (currently horrible) stairs. the map was in an impro today, didn't even make it a whole round before it got changed :'c. im planning to make some more open spaces so anyone above the walls can't just bunnyhop to anywhere willynilly.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
the map was in an impro today, didn't even make it a whole round before it got changed :'c.
Maybe it's because it's such an unconventional design that didn't quite work. At first glance, it looks more like a joke map than a serious map; no offense intended. Make sure to listen to the feedback to see what you should do for next time.
 

Pinsplash

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May 8, 2016
156
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aaaahahaaa, yes what a great pun on the letters! anyway, when i looked at my feedback from yesterday's imp i accidentally looked at feedback for pl_crevice and strangely, the feedback was very helpful for my map. updates include:
blue spawn - added another exit and an experimental(;)) way to deter spawncampers.
space - more space! taller! more open spaces for some variety and lots of obstructing brushes gone!
layout - basically the same path, but more fun and less 90 degree turns
top - no more intense blue on top of walls. changed it to faded colors for the walls around the spawns and the rest is now light grey.
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ALSO: the map will be getting a wild west theme!

Read the rest of this update entry...
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
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I see that it's supposed to be a maze, but my instincts make me want to let you know that it's very flat. Even if the maze idea works out, stuff like the large open area in the screenshot with the words "cut off" look super flat, open, and boring.
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
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You got or very late or waaaay too early to the april fools contest.

Jokes aside, (judging by screenshots) you should be adding some height variation for reasons NickTF said earlier. Also, you could make some of the walls taller to cut jumping classes' mobility a bit (provided there's no playerclip preventing them form doing so)

Dead ends (in theory) can be a death sentence when you encounter an explosive class or so, as there's no way out duh! and can be frustrating. Maybe you could make players run in circles?
There may or may not be one there but be warned :p

I don't see any doors blocking each team's spawnrooms.

Again, I'm judging by the screenshots. I'm at school right now and I'll try to run around the map when I get home.

And why are you working with increments of 150hu? It'd be easier for you if you used a 128hu grid. Even dev_ textures come with a grid of that size.
 

Pinsplash

bad bad bad
May 8, 2016
156
71
came on for old time's sake. the humor on this map fell so flat.
 
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