Blobload

Discussion in 'Map Factory' started by Mr.Blob, Aug 1, 2010.

  1. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    Goldnight

    The message you have entered is too short. Please lengthen your message to at least 1 characters.
     
    Last edited: Sep 9, 2010
  2. nik

    nik L12: Fabulous Member

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    You are on a ROLL.

    Why is it ":(" that you made a payload map? looks great!
     
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  3. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    Too many bugs/ errors. All those little things that are easy to fix, but take so much time.
     
  4. Hanz

    aa Hanz Ravin' Rabbid

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    Blob has some (mental) problems but I'm fixing them. :)
     
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  5. Mick-a-nator

    aa Mick-a-nator

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    Bunnies can't do psychiatry...
    BUT
    THEY
    CAN
    DANCE!
    :D

    Anyway, get those bugs fixed! I want to play that! :laugh:
     
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  6. tovilovan

    tovilovan L6: Sharp Member

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    Looks fantastic from the screenshots, just one thing I think of immediately: the lighting is a bit to yellow and sunny for the greyish gravel pit sky, if I'm not completely mistaken you might want to tweak that. Otherwise good luck with this!
     
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  7. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    Updated thread:
    Added download link.
    Updated lighting. (not in screen shots)
     
  8. StickZer0

    aa StickZer0 💙💙💃💙💙

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  9. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    Oh you <3
     
  10. Psy

    aa Psy The Imp Queen

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    Some parts of this are way too large, particularly the section after the first right-turn from BLU's spawn.
     
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  11. Hanz

    aa Hanz Ravin' Rabbid

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    I enjoyed dis map, is not bad map, is good map. :D

    Area 1 was fine I think, maybe it is a little too big, but I thought it was fine. The first capture point is also good, but there is only 1 way through it. Maybe add another route here:
    [​IMG]
    Starting at the right side of the building, going in the building, and ending somewhere at the cp (so in the middle).
    This could also be used as a little shortcut for attacking cp 2, which didn't seem to be too hard too defend.
    I also first didn't notice the higher route for attacking the area before CP2 and CP2. You might want to make the route a little more obvious. :) If you don't get what route I mean, the one in this brown building:
    [​IMG]

    The area before CP3 and CP3 was fine I think, but we didn't play CP 3 and CP 4 enough to know if they were good or not. :) I think CP4 was a little hard too defend, , the spawn was also right behind the point but in an open place where you couldn't find a lot of cover. So you might want to fill up the area of CP4 a bit, in favor of RED. :)

    Oooh and also, these boxes were non solid. :)
    [​IMG]
     
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  12. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    Thanks Hanz :D
     
  13. Godslayer57

    Godslayer57 L8: Fancy Shmancy Member

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    Yeah the boxes around the first area where no solid, and it feels a bit overscaled in some places. However overall the map was enjoyable and fun to play though, I even managed to get some impossible shots with the huntsman which i was always bad with.
     
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  14. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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  15. Mr.Late

    Mr.Late L7: Fancy Member

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    [1]
    You can get in there even it says it is locked.

    [2]
    Those props fade too quickly

    [3]
    Nodraw bug
     
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  16. Godslayer57

    Godslayer57 L8: Fancy Shmancy Member

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    There is a nodraw bug on the stairs near the final point.

    [finding the image]
     
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  17. Nineaxis

    aa Nineaxis Quack Doctor

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    Map was an odd mix of large, open spaces and narrow chokes.

    The area out of blu spawn is weird, you have a side area that isn't doing much other than being there, because the cart is on the other side of a big cliff, and that side is closer to the point, which is closer to the enemies... it's an interesting space for gameplay (more interesting than the plain hill that goes up to the first point) but there's little to no reason to be over there. And because that space isn't being utilized, all the gameplay is focused on that corner before the point, turning it into a spammy mess.

    Then you have another large, squared area that's open but broken up with rocks, and again you've got some more gameplay spaces that there's not much reason to use, because the cart is elsewhere and the space is large enough to not want to walk away from the cart. Overall, uninspiring rectangular spaces with chokes at the points.

    The final point is just awkward to play, you go from large open outdoor areas to a tight, corridor filled final point with an awkward turn, easily campable spawns, and very little variation. Our team just sat on the cart and won with little opposition, no need to utilize and of the side routes to get an advantage or anything.
     
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  18. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    Thanks Nine, I'm not sure what to do with the "uninspiring rectangular spaces with chokes at the points." and the "spammy mess."

    I appreciate you taking the time to post, I'll work something out.
     
  19. The Political Gamer

    aa The Political Gamer

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  20. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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