carved

Discussion in 'Map Factory' started by Tyker, Mar 22, 2010.

  1. Tyker

    Tyker L5: Dapper Member

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    CTF_CARVED
    An egypt style capture the flag map

    It is an eygpt map, and the name probably says enough on what I have done to it :p

    With this map I am trying to get more experience with hammer and especially on what is possible with brushwork. Lets hope this works out! :)

    Many thanks to JoshuaC for the team colour egypt textures!
     
    Last edited: Apr 8, 2010
  2. absurdistof

    aa absurdistof

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    Every time you carve, a kitten is killed O.O

    Basically, carving isn't smart short-term or long term. It's an optimization nightmare, and most of the things it looks like you could have carved could have just as easily been made with simple clips and vertex edits. If you plan on continuing the map you will probably have to re-do a carve to accommodate a map change, because unlike an intelligent piece of brushwork, carves are very inflexible. Short term and long term they're a pain in the ass, not to mention texturing. Also, most of what you have carved looks pretty non-essential to the map, especially an early alpha.

    Get this in for testing, and we can see how it plays ;)
     
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  3. Okrag

    aa Okrag Wall Staples

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    Oh my, you didn't carve all of this did you? I'm scared to download it.
     
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  4. Tyker

    Tyker L5: Dapper Member

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    I have carved very little, do not worry! I have read a lot on the anger on carving here. It is simply a hard time to find a map name that will be recognized, and seeing as I want this map to have a broken down feel I thought carved was a good name. Most work has been done with vertex edits.
     
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  5. Okrag

    aa Okrag Wall Staples

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    Phew. That was a close one.
     
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  6. honorum646

    honorum646 L6: Sharp Member

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    The wood looks very strange with the egypt theme, but I like the walls, they don't just have random holes cut in them. :)
     
  7. no means nomad

    no means nomad L1: Registered

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    One of the downsides to the Egypt style is that there's only a single texture set. Down the line you're going to have to find some way for players to easily be able to tell which side is which just by glancing at it from any angle.
     
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  8. Tekku

    aa Tekku

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    The map looked interesting, loved the geometry, but..
    It was strange that there was only one resupply locker in one spawn, but no lockers in other one.
    It's a bit hard to orientate, maybe add more signs or make the layout easier, right now it looked like a maze.
    Also the mid is good only for Demo,Solly or Scout..
     
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  9. Ravidge

    aa Ravidge Grand Vizier

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    I'd make the spawns a little more... conventional. dropdowns and all that is fancy but kinda weird. The intelligence is actually behind a player as they leave spawn, not a design I would choose... but I can't say it didn't work. It got capped pretty frequently.

    One issue is massive sniperlines and open spaces. They just arent that interesting to most players. People like to use the map to their advantage, and use it to outsmart each other. On a large flat surface the only tactic is basically:
    (for snipers): shoot first.
    (everyone else): KILLKILLKILLKILL basically, shoot until it dies.

    I like how you've painted the walls though, it's much easier to see which side you're on now, and it's subtle enough to not disturb the eqypt theme.

    I didn't see much in the pickup department either, but then again.. I spent most my time getting bombarded in my own spawn.
     
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  10. Tyker

    Tyker L5: Dapper Member

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    So yeah....

    I did make newer versions of this map, and I worked on them some more, but I just couldn't get tests going for 6v6 these last weeks. So this thing is dead and I will make a 32 player map next so I can actually get some tests and mapping experience out of it.