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  1. Bombcartography

    Bombcartography L1: Registered

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    pl_cornfarm

    pl_cornfarm is a single-stage payload map with three capture points and a final pit.

    Edit:

    Updated to Beta 4.

    Original Post:

    I didn't make any custom content for it. So there shouldn't be any in it. The game logic itself should be working fine as far as I know. The only thing I wasn't able to test by myself is if someone on Red is in a spawnroom when a cap happens. But I haven't had reports of anyone getting locked inside yet.
     
    Last edited: Jan 14, 2014
  2. Sergis

    aa Sergis L666: ])oo]v[

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    neat
     
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  3. Idolon

    aa Idolon the worst admin

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    Looks like a first-time map, but like... the good kind of first-time maps. Looking forward to testing this.
     
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  4. takabuschik

    aa takabuschik

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    It looks REALLY good! I like the granary theme
     
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  5. Grizzly Berry

    aa Grizzly Berry

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    We imp'd this today from chat, not sure if you were there or not. One thing I noticed is there are A LOT of routes haha. Some that wind around the map and aren't really focused around the track. I'm sure you'll get a lot of other feedback, but that was something I noticed. A bit confusing at first. Overall, not terrible for someone who (I assume) doesn't have a ton of mapping knowledge! :)
     
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  6. Bombcartography

    Bombcartography L1: Registered

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    Thanks! :) I haven't managed to get on a server while it was being played yet.

    When I went in and placed direction signs, I was concerned about it being too confusing (particularly for red around the first cap). But I kind of liked the idea of having multiple ways for teams to flank each other. I suppose I need to go in and trim them down though.
     
  7. FiLi

    FiLi L4: Comfortable Member

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    I enjoyed the map as a whole, especially the theme. One thing that will make it look exponentially better is more dynamic lighting. Everything seems kind of washed out and same-y, which really affects the textures. Allowing for a balance of dark and bright areas makes the map a lot nicer and you can even use lighting to subtly direct players.
     
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  8. DonutVikingChap

    DonutVikingChap L5: Dapper Member

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    The map was pretty fun to play aside from being kind of confusing (due to not very well-placed signs) and having some low ceiling heights in places, but being able to rocket/sticky jump on top of all the really tall roofs and other things was kind of ridiculous, I could sit up there as a demoman and spam stickies down on everyone below. Try to clip all the roofs and edges and stuff that you don't think people should be able to get up on, and make it obvious that you shouldn't get up there so people don't get confused.

    I also noticed that some ledges and thresholds and stuff were not clipped and kind of weird to walk over, some of them might as well be flat with the floor. (I !fb'd one in the BLU spawn, for instance) A demoman also got stuck behind one of the wooden fence things in the final room, basically there are a lot of clipping issues and you should try to find them.

    I really like the theme of the map with the industrial/farm-y look and the tall buildings, but I think a few detail things can be much improved upon.

    One thing is the lighting, everything is really bright, which is good to a certain degree but right now there's very little variation in the brightness and the shadows are next to none, some props don't even cast shadows at all(?) The sixth screenshot almost looks fullbright. Try to change the color of some lights, experiment with the light_environment values and the brightness/angles/distances of the normal lights to add some more depth.

    The biggest thing with the detailing though is the textures, as there are a lot of textures in places where they don't really fit in, as well as some that are improperly aligned and generally look kind of weird with their surroundings. The third screenshot is a good example of this, pretty much everything is made out of wood and the colors feel a bit washed out. Another example is the second screenshot, one of the two closest wooden walls have horizontal planks while the one next to it has vertical planks, it doesn't make much sense.

    I'd experiment with some of the textures a bit and change them around to see if something else works better.

    The map looks pretty promising though, good luck!
     
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    Last edited: Sep 21, 2013
  9. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Reminds me a little too much of barnyardblitz. Clearly you've taken some inspiration from it, but perhaps too much has been replicated?

    Also the theme doesn't exactly support the map name. There's no haybales or real vista's of corn fields. That should be looked upon and frequently referenced throughout your maps development.
     
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  10. Bombcartography

    Bombcartography L1: Registered

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    Thanks to every one for all the input!

    I improved the lighting. I'm still "shadowphobic" though, so it's not very noticeable in the screenshots. I utilized FiLi's suggestion of guiding players with light, so the side routes is where you'll find the shadows most.

    I spent a lot of time working on directional signage. So it should be much less confusing now.

    I lifted the ceiling heights. It feels much less claustrophobic now.

    I'm putting this off for now. As you said in the feedback, it's so much fun jumping around the map. :) But I agree, it's also kind of ridiculous. But then, I'm torn because it's also fun. Also, if I change that, I need to put a lot of time into figuring out how to do it. I'm in a spot where if I allow "this" much, why not allow "that" much? And I'm probably going to have to add setpieces so it makes since.
     
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  11. Bombcartography

    Bombcartography L1: Registered

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    Updated to Beta 4. The nav mesh I made is far from perfect and I probably won't be improving it much. I made it mainly for testing purposes. But it's functional and I found it fun to play against the bots. So I added it in.
     
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