KotH Ceasefire [Deleted]

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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
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- Reworked the spawns to be like the spawns from 2fort
- The tanks have broken down the walls and now the walls are falling apart.
- Added walls around the underside of the cp to cut down on the sight lines for sniper

Read the rest of this update entry...
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186

Freyja

aa
Jul 31, 2009
2,994
5,813
Look, no one's telling you to get rid of the trenches and ww1 theme.

They're just saying make sure it actually works as a TF2 map with TF2 classes and TF2 weapons and TF2 gameplay before blindly sticking to what a WW1 trench would look like.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Look, no one's telling you to get rid of the trenches and ww1 theme.

They're just saying make sure it actually works as a TF2 map with TF2 classes and TF2 weapons and TF2 gameplay before blindly sticking to what a WW1 trench would look like.
Well that is what I am trying to do. I am trying to make a good map. That is fair and balanced.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Well that is what I am trying to do. I am trying to make a good map. That is fair and balanced.

Then I strongly recommend you listen to what everyone is trying to tell you, and understand WHY they are trying to tell you this. They want your map to succeed too.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Then I strongly recommend you listen to what everyone is trying to tell you, and understand WHY they are trying to tell you this. They want your map to succeed too.
I am listening to them. It's just hard for me to remember everything that they told me. I due try to have everything put into the map. I made the spawn room like 2fort. I made the walls crumble so it's not one big wall. I did what they wanted me to do.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
I am listening to them. It's just hard for me to remember everything that they told me. I due try to have everything put into the map. I made the spawn room like 2fort. I made the walls crumble so it's not one big wall. I did what they wanted me to do.
When you get feedback, you use that to shape your ideas, not just use theirs. What will happen is you making your map anything other's want it to be, not what how you think it should be.

While as it's important to listen and improve upon feedback, you cant solely make a map just on feedback, without a thought.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
When you get feedback, you use that to shape your ideas, not just use theirs. What will happen is you making your map anything other's want it to be, not what how you think it should be.

While as it's important to listen and improve upon feedback, you cant solely make a map just on feedback, without a thought.
Why? I do agree that it is important but if i do not follow on the feedback then I won't be able to make great maps. You guys know best so I have to follow on the point so I can have the great map.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Why? I do agree that it is important but if i do not follow on the feedback then I won't be able to make great maps. You guys know best so I have to follow on the point so I can have the great map.
Self-confidence, my friend. You decide your map, not we. We only assist you in achieving that goal.
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Why? I do agree that it is important but if i do not follow on the feedback then I won't be able to make great maps. You guys know best so I have to follow on the point so I can have the great map.

Feedback is simply that. It's feedback. It's what other people think, not what you should strictly do with your map. Learning how to map is a huge learning curve and part of that is figuring out how to interpret feedback, apply that to your existing map and make changes that will help address whatever was said in the feedback.

This is how development works in the real game industry, when you work as a level designer you have to understand how to interpret feedback you're getting from QA/testing, other developers, artists etc. and apply that to what you're working on.

In many cases level designers are so well versed with what they're working on they sometimes don't even need external feedback, and they can generally do things by themselves without many problems. But in any case, it's still extremely useful to get feedback, and actually use it to fuel your mind, rather than to tell yourself what exactly to do.
 
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