2mount

Discussion in 'Map Factory' started by wolfiejo, Jan 5, 2010.

  1. wolfiejo

    wolfiejo L1: Registered

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    Positive Ratings:
    1
    This is a CTF map that takes place in two gigantic mountains. This map could easily be considered too long for CTF, but if played on a full server, it plays pretty well. There is one perk in the map, a working P.A. System that transmits taunts to loudspeakers on the map.

    Two engineers should be used to, effectively, defend the intel. Bases are, hopefully, well balenced with many alternate routes.

    Features: Custom sky. Custom decals.

    Known bugs: Sprays do not work, the map can only hold one gunshot decal as well. (Would love any help on this.) Cubemaps not built.

    To-Be-Improved: Skybox. Would work better as a CP, will make one sometime in the future.

    Thanks to: Eerieone for checking out the map and giving me a few pointers. Gonfin for helping me figure out some things in Hammer. My clan for all the playtesting.
     
    Last edited: Jan 5, 2010
  2. I-Fling-Poo

    I-Fling-Poo L1: Registered

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    Awesome first effort! Map is available for nominate on:

    (in console)

    connect tf2.blackcompany.com

    Server:
    BlackCompany.com

    Poo
     
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  3. Dram

    Dram L1: Registered

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    Tips:

    When presenting screenshots for a map it's a good idea to take them at high or maximum visual settings. Because it's a static image, you don't need to worry about how well you play at those settings.

    I was a bit concerned with the spawn room; the glass is too transparent and makes it look like the RED or BLU overlays are just in midair, as well as giving the illusion of a direct route through the window. As for the actual layout of the room:

    -it needs to be completely redesigned. The pit in the center housing the rockets is unnecessary and a potential annoyance to anyone who thinks there is actually a route at the bottom which exactly what the staircases will indicate to the player. I would suggest removing the pit entirely.

    -The carts that block the way to the walkway on the opposite side of the room would be better replaced by walls. They aren't a sufficiently clear indicator of blocked passage and indeed that is NOT what they are as one can jump right past them to a part of the walkway that really shouldn't exist.

    -the room is crammed full of props that the player is unlikely to even notice, as is much of the level. Props can be fun, but that many in a level can put great strain on a user's computer. Before placing props it is important to consider if they are relevant to the player's gameplay experience, and if what they contribute will justify that placement.

    -The room is huge. It's very tempting to create huge spawns from a design perspective but increasing their size, giving them extra floors, and adding elements that seem to be alternative exits pull players apart from one another during the beginning of a round or during a spawn-wave, making it harder to work as a team.

    -placing the spawn so near to the intelligence is dangerous, and can make the game come to stalemate very quickly, for fairly obvious reasons.

    -Please please PLEASE remove the resupply cabinets from right inside the doors of the spawn! These nullify the point of any pickups in the vicinity as well as make it infinitely harder to push into the room when there are engineers (or anyone else) emplaced, leading to unbreakable stalemate. This will make people who notice such things exploit them and ruin entirely the fun of that part of the level or disconnect and avoid your level. PLEASE. Really.

    The level seems to be designed with well... design in mind instead of the players experience. The routes from near the intelligence that only lead BACK to the intelligence in a very roundabout way should be removed, as should the room with the breakable glass that they lead to, along with all related pickups. These pickups are redundant, as there is already health/ammo in the intelligence room. They are clearly a feature created with the fun of their creation in mind, not the player. This is fine on your own time, but for the user the brightly lit hallway that only leads to a tiny closet, which only leads to a hard to jump-into vent, which only leads to powerups the player by this point clearly does not need will only serve as a disappointment to them. You also placed in this hallway the Alarm-O-Tron 3000 model. This is a very large model and complex model and if placed in a level, I would suggest a place of prominence to justify it.

    The underground tunnel, having no connections to the above world except at each of its farflung ends, is very inaccessible and presents far too easy a time for a would be intelligence thief. The passageways in 2fort solve this problem with the open area in the center, which encourages people to jump down and stop the theft.

    In general the map seemed designed with very little of the realistic experiences of a player in mind, and is confusing in a number of places. That being said, the enormous amount of detail work shows promise, and demonstrates that you are becoming quite proficient at translating what you see in your head into hammer, and keeping in the style of other TF2 maps. I'd be very interested to know how much you learned making this map, and how you'll apply that knowledge to future maps. Thanks for listening to me!

    -Dram
     
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    Last edited: Jan 5, 2010
  4. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

    Messages:
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    The map looks GREAT! A lot of detailed work and with a bit more effort it could become as good as an offial map!
    But, as you said, it is big... And finding at least 23 more players on a new map is hard...
    I would suggest to resize the length of the map. Bringing the bases closer to each other would help.
    Good luck!
     
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  5. Mexican Apple Thief

    Mexican Apple Thief L3: Junior Member<br>LEAD FARMER

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    A little too propy in some areas.
     
  6. wolfiejo

    wolfiejo L1: Registered

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    Some more screenshots courtesy of BOOMgandalf:

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    If anyone experiences any server/game crashes, please let me know. (And what you did, if possible.)
     
  7. Cornish Gamehen

    Cornish Gamehen L1: Registered

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    I'll recommend a name change, unless this is a WIP name or temporary name. 2mount gave me the impression it was going to be a reskin of 2fort on a mountain or something similar.
     
  8. wolfiejo

    wolfiejo L1: Registered

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    Hmm, Good point.