Hourglass

Cinnamon Whirl

L1: Registered
May 9, 2008
34
6
Played this today. I didnt see the two side paths getting much use. They were a bit confusing - I though there was a path to the top of the hill, but I only found it once.
Likewise the wooden structures directly to either side of the base exit - seem complex and underused.

I know this is a remake - are you willing to change the layout?
 

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
Actually, the original had vehicles, so it is alot different to begin with. However, the basic layout of: Base, Top, Bottom, Sides, etc. is what made the original great.

I think I'll just completely redo the towers. Put something completely diffrent there....

Also, does anyone know why custom objective icons are displayed as checkers on the chalkboard screens when starting a map, but normal when playing the map?
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
One thing i would try and redo is those green whatever they are. They are just a bit too brightly green. Overall I think the textures could do with a little more TF2ing. Right now they seem a bit dark, whereas TF2 is more into pastels.

Edit: oh as to the chalkboard screens i couldnt say. I looked at your last iteration and i didnt see any objectives on the chalkboard. Probably should ask in the mapping forum.
 

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
a6 is up. Probably the final version of this map. Working on ideas for new maps.

I am stopping work on it, because basically it's just not a great layout/map. People just don't seem to like it. I just get alot of 'meh', wich is normal for my second map in source.
I learned about optimizing, detailing, listening to critisism, custom models & textures and going through C.R.A.P., so I did gain alot.
Thank you and see you next time.
 
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