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  1. FishyUberMuffin

    aa FishyUberMuffin The Uber Mapper

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  2. red3pit

    red3pit L5: Dapper Member

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    Is this assymetrical? If you really think seriously about this, then you could just remake it to be symmetrical.
     
  3. FishyUberMuffin

    aa FishyUberMuffin The Uber Mapper

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    HolySnickerPuff told me to make it into this 3cp.
     
  4. red3pit

    red3pit L5: Dapper Member

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    And? As I said, i you think about it seriously, make it symmetrical. It's not that big of a challenge.
     
  5. FishyUberMuffin

    aa FishyUberMuffin The Uber Mapper

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    Then Puff will just say change it back. And then I keep going back and forth.
     
  6. Viperi

    aa Viperi not actually a snek

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    It's A/D, though it could've been mentioned.
     
  7. red3pit

    red3pit L5: Dapper Member

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    Well, I was thinking it's 3cp, since the name is 3Mannworks. My bad.
     
  8. FishyUberMuffin

    aa FishyUberMuffin The Uber Mapper

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    It's a 3cp attack and defend
     
  9. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    I was expecting a Push style 3cp, like Powerhouse. The current layout has the points too close together.
     
  10. FishyUberMuffin

    aa FishyUberMuffin The Uber Mapper

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    You didn't say you wanted the map to be like power House. You just said you wanted the map to be a 3cp so I thought you just wanted the logic in there for the 3cp.
     
  11. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    Oh, my bad. I thought that the "like Powerhouse" was implied. Sorry about that.
     
  12. FishyUberMuffin

    aa FishyUberMuffin The Uber Mapper

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    No it was not but it's okay.
     
  13. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    What do YOU want to do?
     
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  14. FishyUberMuffin

    aa FishyUberMuffin The Uber Mapper

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    I want to make a great map. I don't mind having both versions of the same map. I don't mind having a 3cp that is mirrored and I don't mind having a nonmirried map. I just want to be enjoyable so people will play it more.
     
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  15. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    Here's some feedback. Putting the screenshots that go along with them behind a "Spoiler" tag to save room on the page.

    20170807194009_1.jpg

    Why is part of Rottenburg in your map? Unless this was included on accident, I can't really see why you would include this in your map, considering it's completely unconnected from the map. You should probably remove this in an upcoming update.

    20170807194358_1.jpg

    You should find out what's causing your weird lighting. Be it a bad brush, a leak, or a misplaced prop (all causes for this issue), something is messing up your compile, causing this weird lighting to occur. It makes many paths that BLU should use very hard to use, as the darkness makes it hard to see. RED players can hide in these dark areas, taking out an unsuspecting BLU when they least expect it.

    20170807194257_1.jpg

    The hazard tape is supposed to indicate where the capture area brush covers, correct? You probably shouldn't do that. Just using two (or more, if necessary) overlays with the hazard tape texture will be enough, and will look much cleaner. However, if you insist on texturing the entire brush face with this texture, please use a less obviously tiling texture. This hazard tape texture has white lines where the texture repeats. I suggest using "props/hazardstrip001a" if you have it. Also, please put the capture point prop on a flat brush. It's current, half-submerged placement does not look very good.

    20170807194727_1.jpg

    You told me earlier that you were removing the BLU side of the map in favor of a "Powerhouse"-like symmetrical 3CP, and I'm all for that. However, PLEASE keep this point as mid. I love it so far, and you can only improve it with each update.

    First of all, I would suggest adding a way for players not on the spire to capture this point. Like Gullywash, which also has a raised mid, players can capture the point above without needing to stand on it. You may need to rework the geometry in order to make it work, but I believe it'll be worth it. Secondly, the RED side's ramps I'm not too fond of, specifically the one closest to the camera. The dirt-and-stone ramp doesn't make much sense, even for a ridiculous game like TF2. Most players wouldn't give it a second thought, but it bugs me, which is why I'm bringing it up. Just a simple wood ramp or set of stairs would work here.

    20170807194446_1.jpg

    A very nice, if somewhat unexpected, change. Good work, Uber!

    20170807194455_1.jpg 20170807194603_1.jpg

    Since the Upgrade Station is useless in any non-MvM gamemode (although it might be of some use in RD?), it may be wise to remove it. Also, since you removed the window peaking into the detail room behind RED's spawn, you should probably remove the room itself as well. Not much point in having a room you can never see or access.

    20170807194612_1.jpg

    Why did you remove the window here? It would've given RED team a much easier time defending their last, as would be able to see any advancing BLU players. If you could re-add this window, defending player would be able to tell who is on the point, and quickly adjust their battle strategy before heading out into the fray to defend their point. This point also works for the spawn doors, which you've replaced with flat brushes. The windowed door models that were there before would also be of much use to the defending team for the same reason, so please put these in the next update as well.

    I believe that's all the feedback I have for now. Good luck on this map! It has a lot of promise, and I'm excited to see where it'll be going. I hope I didn't come off as too brash in this post as well. I just want to help you improve as a mapper. The better the map, the more fun a player will have on it.
     
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  16. FishyUberMuffin

    aa FishyUberMuffin The Uber Mapper

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  17. Kobolite

    Kobolite L7: Fancy Member

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  18. Viperi

    aa Viperi not actually a snek

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    No cubemaps are built.
     
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  19. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Changing the map to fit exactly with whatever the last person told you to do won't make a good map, because everybody will want different things. You need to understand the theory of what makes a good map, and what's fun to play. You can then compare that to what people are telling you to do.

    For example, your map might be KOTH. Why did you make a KOTH? How did you change the layout to make it fun as KOTH? What's good about it as a KOTH map? What's not good?

    When you know the answers to those questions, you can then THINK about the advice people give you. If someone tells you they prefer 3CP, you can then go "but I did all of these things to make it a good KOTH!" And you can think "would it REALLY be better?"
     
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  20. FishyUberMuffin

    aa FishyUberMuffin The Uber Mapper

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    There are cubemaps built. There are no area portal. I will just copy some windows from a different map.
     
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