CP Billnuclei

Discussion in 'Map Factory' started by joshi222, May 13, 2015.

  1. joshi222

    joshi222 L1: Registered

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    A Simple Capture Point map.

    Both Red and Blu have 1 Capture point to capture.
     
    Last edited: May 18, 2015
  2. Bunbun

    aa Bunbun Gay sex slave

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    Cp_cloak?
     
  3. Egan

    aa Egan

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  4. Kingdom

    Kingdom L1: Registered

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    I like the crossing lumber(?) struts you have going on there.
     
  5. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    But who is Bill Nuclei?
     
  6. Prolyfic⁸

    Prolyfic⁸ L5: Dapper Member

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    3lights5spookeh

    Anyways, that a nice map dude
     
  7. joshi222

    joshi222 L1: Registered

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    Updated to A2

     
  8. joshi222

    joshi222 L1: Registered

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    Updated to A3

     
  9. Egan

    aa Egan

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    Hey here's some feedback about version a3 that we played during the gameday:

    The map layout overall felt a bit too simple to be interesting over a long gameplay period. I don't mean just the length of the areas of the map, because koth & arena maps have only one point but still allow players to come up with interesting new maneuvers to attack the enemy wherever they might be held up. I mean that it feels like there is just a small flat space connected by a no-feature tunnel to another small flat space, etc.

    [​IMG]

    [​IMG]

    If you are going to keep working on this map you might need to look into making the areas of the map more interesting. Something I liked to think about when I was first starting to make areas of maps more interesting was to think about my box areas from the top down, and instead of just adding things into the box areas, actually shifting the perimeter of the area to change the feeling of the room. For instance, taking a corner of the box room and just shoving it inwards will make the area not feel like a box anymore - things of that nature.

    You may want to experiment (in future maps) with making the connector zones between locations more dynamic. For instance on pl_badwater there is this connector room that incorporates two levels of combat (heights), while using angles and basic brush additions to make the box-room feel more interesting instead of just a basic box room:

    [​IMG]

    Speaking about the capture zones of the map, people were confused about where the capture zone was:

    [​IMG]

    It seems that it's only available on the top, and while you can capture it from the sides you should show this to the players with some hazard-strip tape textures on the ground like what you see in other valve maps:

    [​IMG]


    Also here's the feedback from the plugin if you haven't seen those yet:
    http://feedback.tf2maps.net/map/cp_billnuclei_a3/
     
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