Discussion in 'Map Factory' started by FishyUberMuffin, Aug 7, 2017.
3Mannworks - Kill for Mann Co.
Is this assymetrical? If you really think seriously about this, then you could just remake it to be symmetrical.
HolySnickerPuff told me to make it into this 3cp.
And? As I said, i you think about it seriously, make it symmetrical. It's not that big of a challenge.
Then Puff will just say change it back. And then I keep going back and forth.
It's A/D, though it could've been mentioned.
Well, I was thinking it's 3cp, since the name is 3Mannworks. My bad.
It's a 3cp attack and defend
I was expecting a Push style 3cp, like Powerhouse. The current layout has the points too close together.
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.
Oh, my bad. I thought that the "like Powerhouse" was implied. Sorry about that.
No it was not but it's okay.
What do YOU want to do?
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.
Here's some feedback. Putting the screenshots that go along with them behind a "Spoiler" tag to save room on the page.
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.
Spoiler: Dark Pathways
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.
Spoiler: Odd Capture Areas
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.
Spoiler: The First Point
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.
Spoiler: The New RED Spawn Exits
A very nice, if somewhat unexpected, change. Good work, Uber!
Spoiler: Things to Remove in the RED base
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.
Spoiler: RED Spawn Window Gone?
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.
- Rework the entire map
Read the rest of this update entry...
why are the windows purple?
No cubemaps are built.
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?"
There are cubemaps built. There are no area portal. I will just copy some windows from a different map.
Separate names with a comma.