Problem with forcefeilds

Etasus

L420: High Member
Jul 24, 2016
463
251
So, I keep having this feedback show up on my map:
Screen Shot 2017-04-02 at 6.28.07 PM.png

This has been slightly frustrating, and not because the feedback is bad and useless (which it isn't), but because I have no idea how to fix it...

To give you an idea of what exactly this is, here is a screenshot from A6 (I couldn't find a recent screenshot from A10, and am completely to lazy to go in and get the screenshot myself...)
koth_turningtest_a60002.jpg


Now, I have come up with two solutions to this problem...

1) Remove the barriers
I don't want to do this, as the entire point of the barriers is for some sort of an "immersion" to basically state that this is the barrier between a breathable environment and the harsh landscape of an asteroid...
So basically, I don't want to do this...

2) Figure out a way to make the player know that they can just waltz on through this barrier...
But how the hell do I do that? Please, tell me...
 

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
243
77
something moving through the force field would be a clear indication, or perhaps even an arrow on the floor that passes through the field, indicating you should move through it.
 

Etasus

L420: High Member
Jul 24, 2016
463
251
Perhaps a custom sign with text that literally explains the purpose of it?
Like how certain flanks on pl_snowycoast have signs to indicate when they open
Yeah, I was throwing that idea around, but I don't know how to make custom overlays, and I currently don't have enough refined lying around to pay anyone to make it for me...
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
Your current design is somewhat flawed.
exagons are cool, but they visually relate very closely to something like a chain link fence. Try figuring something else you can do for a force field, but be smart about it. you need to send the right signal. here's some suggestions:

-Have the texture be animated, make something that looks mobile, as opposed to just hexagons standing in your way. Scan lines would probably work and fit the tf2 aesthetic, but go on an explore what works best.

-The texture should also be more transparent near the middle, maybe invisible even. you'll still get a sense of barrier even if only the outline is visible.

-You'd probably benefit a lot from having the area detailed as something that people usually navigate. could be as simple as an opened blast door with a walkway, marking the area as an entrance.
 

Etasus

L420: High Member
Jul 24, 2016
463
251
-Have the texture be animated, make something that looks mobile, as opposed to just hexagons standing in your way. Scan lines would probably work and fit the tf2 aesthetic, but go on an explore what works best.
It IS a mobile texture
-The texture should also be more transparent near the middle, maybe invisible even. you'll still get a sense of barrier even if only the outline is visible.
It's pretty transparent in most places...
-You'd probably benefit a lot from having the area detailed as something that people usually navigate. could be as simple as an opened blast door with a walkway, marking the area as an entrance.
That will come in the beta stages...
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
or perhaps even an arrow on the floor that passes through the field, indicating you should move through it.

That has helped more times than you can imagine on my maps. A simple arrow on the floor, walls, etc. seems to get players attention to let them know there is a place they can go to or even to point at an object that has a function. ;)
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
You remember Hydro used a really low barrier as a map border, via showing there is nothing interesting behind it? You can do the opposite, as in clearly show that behind is a gameplay area. Might be not enough, but suggested arrow through is an excellent idea as well. This might be done at beta the best, and I don't think an alpha would suffer without them.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,024
1,951
I mean, it's pretty obvious there's gameplay stuff behind it. Looking from the inside outward you see a control point, and looking from the outside onward you see pickups.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Making it fully transparent in the middle, probably by use of a displacement blend like Fubar suggested would be my suggested solution as well.