Secret Silo

nik

L12: Fabulous Member
Aug 14, 2009
987
564
design looks cool, especially in the last screenshot.

can we see an overview or something?
 

Chaopsychochick

L4: Comfortable Member
Jun 16, 2009
189
91
Just DLed and ran around, have some feedback.

When you spawn facing that yellow dot, I had no idea that I was supposed to step on it and it would teleport me. Signage here would be nice.

Also, you may want to open up spawn a bit more. As right now it is either go forward or go behind you to the battlements. Which makes it hard for you to make signs to direct people to the battlements. An idea would be to do something like what I put below, where you have the spawn areas set to be what I have in blue, and then signs what I put in red.

secretSiloSS1.JPG


You have some windows which I feel like I hsould be able to jump through, but can't. Either remove the player clip, or add glass.

secretSiloSS2.JPG


The glass changes depending on what side I am on, not sure what is causing it but you will want to fix it


secretSiloSS3.JPG


The grey dots in the middle that TP to the hurty water makes me sad. Really the hurty water in general makes me sad. :/ Also for jumping off the middle platform, you may want to make that so you don't have to super jump, as most newbs dont know how to.

I hope that helps. :)
 

Bacon Sandvich

L2: Junior Member
Jul 28, 2009
76
43
Im working on A7 now.
- more tweeks to the platform, the plat does not fall anymore. when being capped it will only stop now.
- timers are activated once you reach the top and will be set at 1min.
- water doesnt hurt you anymore.
- scrapping all teleports - unless anyone feels the cp needs the one below it.
- there is now a total of three levels with stairs to each.
- Im still deciding on where to put respawns, im thinking on using the unused portion of the map under the first level, but can not figure a way to prevent spawn camping.
 

martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334
I tested you map when I was playing on your awesome server. (any server that is willing to run other people's map is awesome)

Now I do like the concept. When I just spawned, I saw the platform drop down, making me quickly realize that the platform was capable of movign up and down, wich made me not be suprised when I capped the point. (this is a very good thing)

now the thing I found most annoying, was that I had no idea how to get to the top. I spent at least two minutes (and I was even playing scout), to get from the bottom to the top, due to confusion of where to go. (add a lot of signs)

also I found some places (See attachments)
1st attachment: It's just plain weird having the door float in mid air
2nd attachment: Is it suposed to look like this?
3rd attachment: are the overlays suposed to overlap?
4th attachment: I found a hole
5th attachment: and another hole
 

Bacon Sandvich

L2: Junior Member
Jul 28, 2009
76
43
My Plans for A10 - If I miss anything please give me feedback.

-Eliminating the water all-together, adding steps to get out of the void left behind.
-More tweeks to the platform to hopefully acheive the effect im looking for
(The platform moving up for the most part, but not too hastily)
-adding more signs, and replacing confusing ones.
-func_detailing some things that are not necessary for portals to read from.
-reconfiguring forward spawns
-making 3rd floor more accessable from the 1st floor.
-kill the blob of brushes on the control point, it will just be a simple platform allowing some breathing room and possibly solving those fps woes some are experiencing.
-might reconstruct the 1st floor stairwell to make it look and function better

On a side not, I finally got tired of the dev textures and on the side begun to texture. Below are some shots of what Ive got so far.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
The textures need a lot of work, the staircases are incomplete at points, and some stairs come out to dead ends where only one team can keep going up. I do like the moving point though, it just needs to keep going up when the round is over.
 

ChickenLover

L2: Junior Member
Jun 28, 2008
95
19
Thoughts from map test day:

* I was very confused as to why the platform would move. Maybe I would have understood better from a second test, but with that single test I could never figure out why or when I should be moving up or down.
* The stairs at the bottom were very difficult to walk up. I got stuck on them a couple times.
* I noticed a crack in the glass in one of the spawnrooms. Probably have the BSP cut there?
* Noticed the control point model moving up without the platform. It looked very odd.
* Stickies seemed to perform very strangely on the platform. Seemed like sometimes they just bounced. Other times they would stay on there. Sometimes I think they went through the platform?
* The stairs going up looked kind of strange. They stood out. Maybe this will be less so once the level is detailed.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
* I was very confused as to why the platform would move. Maybe I would have understood better from a second test, but with that single test I could never figure out why or when I should be moving up or down.

At less than a minute of time controlled, it sits at the bottom. After one minute of control (2:00 remaining) it moves to the second floor. After two (1:00 remaining) it moves to the top. When it's captured by a team, it will move to a different floor based on the time they have.
 

ChickenLover

L2: Junior Member
Jun 28, 2008
95
19
At less than a minute of time controlled, it sits at the bottom. After one minute of control (2:00 remaining) it moves to the second floor. After two (1:00 remaining) it moves to the top. When it's captured by a team, it will move to a different floor based on the time they have.

Is that total time or time of the team controlling it?
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
This map had an awful lot of geometry problems. For example, you have a corridor which gradually curves around but each vertex of the curved wall sticks out a little along the curve of the wall which players can get stuck on.

Then there were the stairs at the bottom of the pit which were just horrible because every step had a different height-to-length ratio and the whole thing gradually got narrower which made it difficult to walk up. You would be better off making a model of the curved staircase then doing it out of brushes.
 

Bacon Sandvich

L2: Junior Member
Jul 28, 2009
76
43
This map had an awful lot of geometry problems. For example, you have a corridor which gradually curves around but each vertex of the curved wall sticks out a little along the curve of the wall which players can get stuck on.

Then there were the stairs at the bottom of the pit which were just horrible because every step had a different height-to-length ratio and the whole thing gradually got narrower which made it difficult to walk up. You would be better off making a model of the curved staircase then doing it out of brushes.

a prop staircase, great suggestion, looks like Ill be loading up 3dsmax more than hammer this week. :p

As for the horrifying brushes, they were c-a-r-v-e-d :blushing:, Im making an effort and deleting these brushes out and replacing it with clean geometry.