Aleutia

Discussion in 'Map Factory' started by Angry_Ed, Mar 11, 2010.

  1. Angry_Ed

    Angry_Ed L1: Registered

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    Aleutia has an odd development history. Originally concieved as a tropical/desert island map I later decided that it would be more interesting aesthetically to put it in the alpine style. Guess maybe that isn't so odd after all but when you consider that my original idea included moai statues maybe it is. I'm expecting varied feedback on this, especially since I know that as this is my first map, I've probably made a lot of really big mistakes. But I look forward to the critique.

    ***Flavor Text***

    On one of the smaller islands of a large archipelago sits an abandoned Spytech base, its origin and purpose still a total mystery. RED and BLU have both sent survey teams to the island. The island clearly isn't big enough for the two sides, and they battle each other for the lone control point on the facility's surface; each side hoping to get time to glean valuable data off the mainframes in the basement.
     
  2. Frush

    Frush L2: Junior Member

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    Looks like it will be really easy to spawncamp with these massive sightlines.
     
  3. Engineer

    aa Engineer

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    Looks really open. You should add more buildings around the map, but in a way they look logical. Is it even symmetrical? I don't see that vent on both sides of the map. Hopefully you will fix these mistakes and make it much better. ;)
     
  4. absurdistof

    aa absurdistof

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    Huge, massive sightlines. The most important part of that being how its plural. With so many open sightlines, snipers will dominate the map from every angle, so will engies. I either suggest a major layout revision or putting in a lot of buildings (Layout revision) or height variation.
     
  5. Angry_Ed

    Angry_Ed L1: Registered

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    Thank you for the criticisms thus far. I was aware of the sightlines problem and did try to use height variation as well as prop placement to minimize it but I do realize that probably isn't enough in its current form. As to the symmetry problem I do admit my problem was I didn't want to make it a mach 4 type of symmetry due to the way I laid out the rooms. The room layout is now changing drastically in an effort to make things as symmetrical as possible.