KotH Ceasefire [Deleted]

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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Most of the map is prop spam, which is a big no no for good design. What is that black hole in the resupply screenshot?
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
I honestly have no idea what this is. You've made several maps so far and don't seem to be improving on any of them. Have you been paying attention to advice and feedback?
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
I think your learning process would benefit greatly if you tried to build something simple following these two rules:

- You're not allowed to use props (other than those you need for gameplay purposes. Control point bases for example.)
- You're not allowed to start out your map by building a large box that you then go about filling out (start out with an interesting control point or something)
 

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
20170430005545_1-jpg.47463

20170430005606_1-jpg.47467


what's nice touch, you can immediately tell whose spawn is it
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Updated the name of the map from No Mann's Land to Ceasefire
- Updated the texture for both bases
- Updated the player clip so you can not get out of the map or into another team base.

Read the rest of this update entry...
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
I honestly have no idea what this is. You've made several maps so far and don't seem to be improving on any of them. Have you been paying attention to advice and feedback?
Yes, i have, The way that how i work is to get the idea down first then improve on the map as i go on. I like to take my time on them and don't rush on the map. I will make sure to include the improvements but it will take time.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
I believe the point she's trying to make is that you keep pumping out new maps and making minimal changes to each of them, without putting much thought into it all. You'd be well-advised to instead channel your time and effort into one singular project for a few months, as extensive testing and iteration is the key to creating a good map.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
I believe the point she's trying to make is that you keep pumping out new maps and making minimal changes to each of them, without putting much thought into it all. You'd be well-advised to instead channel your time and effort into one singular project for a few months, as extensive testing and iteration is the key to creating a good map.
Okay, however it's hard for me not to work on a new idea because I am afraid that someone else will take the idea. So I always like to get the idea out quickly so nobody can take that idea.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
A concept doesn't make a map. Thorough thinking and creativity does. Making a map with an idea in mind is good, but not solely it in mind. You gotta take the other contributors into consideration. Think of the idea as a baseline, that has to be improved and developed with different factors in mind, be it gameplay, competiveness, fun, playability, optimization etc.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
If someone has the same idea as you, just do it better ;)
But I don't want to be seen as a person who steels other people ideas.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Okay, however it's hard for me not to work on a new idea because I am afraid that someone else will take the idea. So I always like to get the idea out quickly so nobody can take that idea.

You seriously shouldn't worry about this. Every map has similarities from others, yet they're unique from each other.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
A concept doesn't make a map. Thorough thinking and creativity does. Making a map with an idea in mind is good, but not solely it in mind. You gotta take the other contributors into consideration. Think of the idea as a baseline, that has to be improved and developed with different factors in mind, be it gameplay, competiveness, fun, playability, optimization etc.
That is what my maps are baseline or the ground work for my map.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
The problem is, you can't develop a map if you don't have one in the first place.
That is why I need to crank out the maps so I have a map to work on.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
You seriously shouldn't worry about this. Every map has similarities from others, yet they're unique from each other.
However people will still say that one person stole their map. So you have to get your map out first.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
But I don't want to be seen as a person who steels other people ideas.
Nobody will see you like that. For the most part, people won't notice a similar idea unless it's either very distinct, or you've nicked the layout. (Ultimately it's seen on a case-by-case basis, but I don't think you're in any danger of being labelled negatively)
 
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