Making people notice signs more.

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AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
I've noticed in my map while I looked at the SourceTV demo that few players are taking wrong paths even though theres a big sign pointing them to the correct direction, I've recorded and uploaded a youtube movie of it too:

[ame="http://www.youtube.com/watch?v=YvTXx-wrmNA&fmt=22"]YouTube - -UPLOAD FOR TF2MAPS.NET LINKING-[/ame]

Does somebody know a nice trick to make the few un-noticing players catch the sign?
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
I think eerieone does a great job with his signs. Creative use of lighting, and some of them are custom (like the radar tower signs on premuda...those are pretty unique, and get the players attention)

Those arrows are so common, I think they blend into the scenery for most players

You might try labeling them (like the big circles with 'A, B, C')
 

Connect_Four

L2: Junior Member
Jan 28, 2009
57
23
I love you too :)
 

Trotim

aa
Jul 14, 2009
1,195
1,045
And if that don't work... use more sign.

I mean it. You could probably place 3-4 signs there, not only on the wall but also on player height (these standing wooden signs do a great job).
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
There's allways going to be players who are too either too used to knowing where to go and not reading signs, or they're just going to be idiots.

However, in most cases, the level's design itself will help players know where to go. Using contrasting colours (like using a b/w sign against a reddish texture instead of a red sign) can help, or even proper lighting against the sign. What I've found works the best though (from looking through valve's maps), is the use of lines. For example, on sawmill there are tire marks that lead from each team's spawn to the control point. In dustbowl, there is a big trench that leads from spawn to the first point.

Looking at the map above, even though there is a huge sign, it's pointing towards (somewhat) a small hole in the wall that is farther away, while the other way winds around the corners directly from spawn. While it's rather silly that the player missed the huge sign on the wall, I could understand that if he missed it he would believe that the path that leads forward was to the left.
 

Smetzle

L3: Member
May 20, 2009
112
51
What about this?

Obvioussign.png
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
EDIT: Fuck, double-post, forgot that there's no auto-merge, sorry.

Ok, In upcoming alpha 5 the buildings are blue-ish, do you think this will help people notice the signs? (Red on blue instead of red on red)

rh22qo.jpg


(I was to lazy to do mat_specular 0, but that's not the point of the picture)
 
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littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
You could always put one of those signs that are up at the beginning and slide into the ground when a point is capped, like in Badwater. Just put one in the other exits that point to the right, telling you "Oh hey, go this way."
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
You could always put one of those signs that are up at the beginning and slide into the ground when a point is capped, like in Badwater. Just put one in the other exits that point to the right, telling you "Oh hey, go this way."

Ah good idea, Never thought of that :D
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I've always kind of wondered what makes people go left out of spawn in Badwater, when RED initially spawns and go to the first point. As far as I know there are no signs telling you to go left rather than right, but I have never seen anyone go right and wonder where the hell they just ended up.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
I believe it's because they have just walked past that raised area the overlooks the final point, and are directed to keep going straight. Then upon exiting the door further ahead logic says that going right would lead you to the area you just bypassed, so left is the proper direction.
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
From the screenshot going left looks like the right way because it got that huge gate. If I was playing your map I'm sure I would go left too
 
Aug 19, 2008
1,011
1,158
it´s an odd phenomenon, most A/D & Payload Maps make Blu attack clockwise and Red defend counterclockwise

As Blu, I tend to walk to the right side out of spawn (CW), as Red i drift to the left (CCW)
 
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Vigilante212

L420: High Member
Dec 21, 2008
481
33
EDIT: Fuck, double-post, forgot that there's no auto-merge, sorry.

Ok, In upcoming alpha 5 the buildings are blue-ish, do you think this will help people notice the signs? (Red on blue instead of red on red)

rh22qo.jpg


(I was to lazy to do mat_specular 0, but that's not the point of the picture)

Dont do that it looks ugly and the first thing youll hear from people is not to do it. Try putting the signs on a wood backdrop to make them stand out a bit more. or like your vid the big sign on the wall and then a wood sign standing on the ground next to the wall to the left where the soldier goes into the chokepoint that way at least if he misses the first he should at least see the second.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Honestly though, Anton, I think you should pull a Badwater and make RED spawn closer to that shortcut, as well as facing it. For example, in Mud Bath, people would have to take a sharp left when coming out of spawn, but many didn't realise this, and instead they went straight ahead and through a really long detour, regardless of the two giant signs that I had put right in fron of their faces.

For a9, however, I've rotated the spawns, so that this time people will face the correct direction when coming out. I've yet to test how this works (since a9 isn't out yet >_>), but I think it'll guide people quite nicely.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
what about blocking the "wrong" way? Like put a 2 giant wooden doors in front and have it open when when the cart reaches a certain point?
 

MildlyMad

L2: Junior Member
Mar 27, 2009
55
5
You could make a slightly angled barrier pointing towards the shortcut, that was people should hopefully follow the direction of the wall.