waterworld

n30n

L4: Comfortable Member
Jul 13, 2009
154
14
Hi!

This is first map so bear with me :). I'm trying hard to make it best possible. 5 cp map in water world setting. In alpha atm. It is fully playable, but obviously not balanced well. Map is 7zipped now.

Please leave feedback!
 
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Beamos

L2: Junior Member
May 14, 2008
80
43
Is that expensive water?

Oh boy, just opening the screenshot of the outdoor area is making me worried about CPU load!

(Oh, and nice boat)
 

n30n

L4: Comfortable Member
Jul 13, 2009
154
14
Water is very much not done, looks very weird in some spots. Water in middle is expensive atm, rest is _skybox witch sounded appropriate.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479

n30n

L4: Comfortable Member
Jul 13, 2009
154
14
New version a2:
removed water temporally
added extra exits from boat spawns
added textures
changed interior of ship
 
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Chaopsychochick

L4: Comfortable Member
Jun 16, 2009
189
91
Tested it out and here are my thoughts.

Needs more signage. It is kinda hard to tell which point is which. Or how to get to the points. Though it does become a bit more clear the more one plays, although some color differentiation in textures would also be helpful since the map seems to work in a circle.

For the ramp leading off of the start boat, it is kinda annoying to have to jump up to that, maybe adding a little ramp or stairs up to it?

It definitely feels a little bit on the large side, although I do like how quickly demo men and soldiers can get around.

I think that the center ship has a few too many verticle layers, they don't seem to really add anything to it to have 2-3 lower levels as alternative paths, it just adds extra space.

I think the final and second to final cap points need to cap much faster. It should hardly take any time for the last point, and median between that and the center point for the second to last.

Your top skybox is too low, I can stand on top of the center ship as a demo man and hit the top with the pipe bombs and watch them bounce off. Also it is kinda frustrating as a demo to jump and fail to make it to the ship cause I clip the top of the map and am knocked down.

I hope that helps, and I look forward to seeing future releases. :)
 
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n30n

L4: Comfortable Member
Jul 13, 2009
154
14
Yay feedback. Signs are definitely on todo list, I just slapped few randomly so there's at least some directions. Made skybox a lot higher, added some clips on ramps so you don't have to jump. And I will probably redo interior of middle ship, maybe make CP little lower. Reduced cap times significantly.
Thanks :)
 

n30n

L4: Comfortable Member
Jul 13, 2009
154
14
New version alpha 4.
Download

Changes:
Water is almost done now
Added barriers to boats and ship
Added a lot of detail work

Please post feedback!
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
I keep meaning to try some other maps, but I've been a selfish mapper spending all my free time with my own baby :p

Just based on pictures:
  • Some of the "ramp-like" surfaces seem a little steep. Making them into stairs (with the same slope as a clipping plane) would look more realistic.
  • If you get up high, the repetition of the water texture might be a bit too noticeable. Perhaps change the scaling?
 

n30n

L4: Comfortable Member
Jul 13, 2009
154
14
Stairs should be easy enough. And for water I suppose I could up the scale in middle. For outer ring water I dunno its already pretty large and if I make it too big it will looks too boring. Added screenshots from a4.
 
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n30n

L4: Comfortable Member
Jul 13, 2009
154
14
New version, changed some detailing added more optimization etc.
 

n30n

L4: Comfortable Member
Jul 13, 2009
154
14
Annnnnddddd another alpha version. Added more sniper protection, broke few things. Throw it at me. Feedback that is.
 

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
As said in gameday (hope that you won't mind):

- Water poisonous, bad - at least have the damage chipping do less. Currently falling into water = death. That's not good. Or at least make more places where you can get off the water (currently I don't see many places that you can get off from the water).
- It's still a sniper heaven, unfortunately.
- More signage. As said in-game, making an A/B/C/D/E ID would be better. This would help in clarifying which point is which.
- The ramps, they're too steep and are pretty much ladders. In TF2 ladders are bad.
- Currently the map is huge and is quite linear, but I still can't figure out the map after like 3 rounds. Part of it is the signage, and the layout is rather confusing indoors.
- I think there's this spawn room where I couldn't get away from and none of the doors can open. I either have to kill myself or change classes to do that. It's the one where you start off on ground floor (I think) and need to walk up the stairs to the first, and there's 3 exits.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
PenPen said most everything I wanted too. The ramp "ladders" are definitely a no-no. It forces players to bottleneck and it just looks silly when players go up so fast.

Also, change the textures on the doors. It's really hard to tell which ones are open and which ones are locked. Plus, the metal texture you used is meant more for detailing then for large brushes.

As for the water, if you wish to have it as such a deathly trap then you need to have the floating rafts that liter the map be more accessible and easy to leave. As it was there was a rather large raft outside the last cap that you can easily jump onto, however there was no way to leave it without swimming. Add a few catwalks to and from each of these as well as a few ramps so players can get back up on the main playing field if the fall. However, I would still suggest you greatly lower the killbox, as water is useably a friendly aid against pyros. I found myself avoiding the water when I was on fire for exactly this reason, which is very odd on a map that seems to feature it as the main entity.

Other then that though, you've got a good start. Capturing the control points was fun and each one was in a rather well designed building. It was too bad that teams were too lop-sided through the test. Even the scramble didn't help. :p
 

n30n

L4: Comfortable Member
Jul 13, 2009
154
14
Thanks for the feedback guys! Ive changed the water in middle to not kill and added few ramps to get out of it. Some individuals showed irrational fear of ladders, so ive changed them all into more pleasing stairs. The 2nd spawn room, locks when middle point is captured. What i somehow forgot to do is to allow exiting it when its locked. Silly me.

Regarding layout, its not that complicated. Its pretty much Z with points at middle corners and ends. Plus shorter root that opens when you capture second to last cp. Ive also changed it so it wont close to avoid unnecessary deaths.
cpwaterworlda6alt0004.jpg

Im going to name points, not sure letters or numbers yet. I think that main reason for confusion is openness of map. People see too much and get lost. Sadly i cant do much about that besides adding walls everywhere which i dont want to do.

About textures and overall details its pretty much work in progress just general theme probably wont change. New version will be up soon.
 

n30n

L4: Comfortable Member
Jul 13, 2009
154
14
a8 - Finally! After much struggle blackboards are working as intended
- Water is now freely swimable within inner part of the map
- Due of irrational fear of ladders of certain individuals engineers rebuild them into more pleasing stairs
- Added massive amount of direction signs and whatnot
- Added few custom textures, not sure if they work as intended
- There are few missing/wrong textures around.

Please leave feedback!