Arsenal

Discussion in 'Map Factory' started by honorum646, Feb 12, 2010.

  1. honorum646

    honorum646 L6: Sharp Member

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    My first (good) map, so please give critique! ;)

    CTF Arsenal

    CTF Map for the mapping contest.

    Gameplay

    Normal style CTF map based loosely on Turbine and Well.

    Thanks to:
    ABS: Gameplay Library, Prefabs.
    Ravaridge: Lighting Library.
    Rexy: Forklift Model
    Various Others: Who's custom content I may not be aware I am using. >.>

    And everyone else for the critique!

    *Note: details are not added yet.
    *Ignore the custom CP skin. :p
     
    Last edited: Mar 17, 2010
  2. Snacks

    Snacks TODO: Clever title

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    a1:

    purple dev texture isn't packed

    yay, stairs are player clipped. There's one stairs in the middle that isn't, looks like its off to the side in the wall
     
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  3. honorum646

    honorum646 L6: Sharp Member

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    Thanks Snacks, I knew I forgot to do something... But you can tell what the mid is SUPPOSED to look like from the SS though right? :p

    I'll update it as soon as I get on my computer.

    Edit: Textures are properly packed now.
     
    Last edited: Feb 12, 2010
  4. honorum646

    honorum646 L6: Sharp Member

    Messages:
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    Bump

    Update to a2.

    Download available.
     
  5. honorum646

    honorum646 L6: Sharp Member

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    Bump

    Update to a2a

    Download available.
     
  6. honorum646

    honorum646 L6: Sharp Member

    Messages:
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  7. MrAlBobo

    MrAlBobo L13: Stunning Member

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    Personally...one of my favorite maps from gameday this time.

    The simplicity is rather refreshing, other then that I really don't have that much to say. Two things you might want to look into though. First there is really only 1 entrance/ exit to the flag room, the vent is pretty much unusable for any class thats not a spy (was a spy the entire game <_<). The second thing kinda relates to the other point, but one of the team's spawn exits has them moving directly past the flag and out the same single exit. That...is likely to be problematic.
     
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  8. honorum646

    honorum646 L6: Sharp Member

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    Bump

    Updated to a3.

    New Screenshots.

    Download Available
     
  9. Void

    aa Void Local Man Unable To Map, Sources Say

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    Oh thank goodness. No more purple particles. Those were very... odd, I dunno, it played tricks on you.

    I like what I see, though.
     
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  10. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    I'm liking the simple, small design. 1 thing I would reccomend you do is increase the sise of the windows at the mid point, so Soldiers and demos can jump into them, also making it easier to counter snipers.
     
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  11. honorum646

    honorum646 L6: Sharp Member

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    Bump

    Update to a4, complete revamp! :D
     
  12. honorum646

    honorum646 L6: Sharp Member

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    Bump

    Update to a4a, check it out!

    Any critique is welcome!
     
  13. Doppler12

    Doppler12 L1: Registered

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    The metal stairs were slightly off-theme, and the vent leading into the intell rooms could use a lower exit, or something to make it a little easier to take back.

    I enjoyed the new side entrance to each base.
    The main combat areas were in the front sections of the base most notably the metal stair entrances by the vents.

    Felt it was incredibly easy to get out of the base with the intell once you grabbed it(probably intentional), though getting in was tough if your team didn't have their vents locked down.
     
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  14. The Political Gamer

    aa The Political Gamer

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    • Thanks Thanks x 1
  15. Flame

    aa Flame

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    i like the middle of this map though i think you could make it slightly bigger so it doesnt feel like a maze of crates or maybe remove 2 of the crates /shrug.

    also the base layout isnt too great since its very chokey but I do like the layout for mid you have entrance-wise so you could probably build off that to make a more interesting base layout. =]
     
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  16. SlayerBlitz

    SlayerBlitz L3: Member

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    The entire base just felt like a huge series of small choke points, the intel was nearly impossible to defend, and there really needs to be a actual battlement. People could just walk strait into the base, and the middle was just too crowded with stuff.

    This map is near perfection and the flaws arnt that major, but the combined effects of the flaws brought it down. I did like the lighting and design of the map. I know its sounds a lot like I thought it was horrible but the map does have potential. For some bizarre reason, it felt a lot like a arena map.
     
  17. honorum646

    honorum646 L6: Sharp Member

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    Those two seem to have been a a factor due to the small amount of people in game (the majority of which were demomen... ;) ), but I appreciate the feedback, and I am currently trying to come up with a layout that will please all classes.
     
  18. honorum646

    honorum646 L6: Sharp Member

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    BUMP!

    Updated to alpha 5!

    Minor gameplay changes plus some fun detailing that kept me up all night! :D

    Changelog
    Gameplay
    - Added "vent grates" to make it slightly easier to enter vents for all classes.
    - Closed off one of the hallways.
    - Slightly widened a few rooms.
    Detailing
    - Added 3d Skybox.
    - Added "payload room".
    - Small detailing in spawn rooms.
    Other
    - Removed double props.

    Thanks everyone for the helpful feedback, I can definitely see my map taking shape! :)


    EDIT: Updated to a5a and added new payload models.
     
    Last edited: Mar 17, 2010
  19. Lancey

    aa Lancey Currently On: ?????

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    About that last test: the exits from the spawn entered right into a narrow corridor, effectively bottlenecking the teams.
     
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  20. honorum646

    honorum646 L6: Sharp Member

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    Bump for gameday critique.

    Sorry I couldn't make it, computer got fucked up.