cp_goldfinger [WIP]

Discussion in 'WIP (Work in Progress)' started by whereismymind?, Jan 17, 2008.

  1. whereismymind?

    whereismymind? Guest

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    Hello, I'm coming close to releasing a first beta of my TF2 map. However because tf2 is slightly different gameplay wise to tfc and I'm doing a modified cp game mode, I wanted to show a few pictures just to get your opinions on the shape and structure I am going with.

    The image below is a top-down view. The X's are the two capture points and the R's are respawns. Neither capture point ever ends up locked so the trick is to take a cap, then defend it while simultaneously going for the other cap. What's your initial thoughts? Does it need more routes around the map? Are the spawn points too close to the action?
    [​IMG]

    Few other pics:
    [​IMG]
    [​IMG]
    [​IMG]

    Thanks in advance for all your constructive comments!
     
  2. Snipergen

    Snipergen L13: Stunning Member

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    yep, no comments so far. Its looking very good!
     
  3. Logo

    Logo L3: Member

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    Only two real comments:

    1 why goldfinger?
    2 the ropes in the 3rd screen shot on the left are all the same length and it looks too 'perfect' add some noise to how much the ropes droop down so it looks more realistic.
     
  4. phatal

    phatal L6: Sharp Member

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    All I can say is you guys are really creative here. I really like what you got so far. Maybe it's a wee bit too dark?
     
  5. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    I came in expecting Ft. Knox, and left sad :(
     
    Last edited: Jan 17, 2008
  6. greenridge

    greenridge Guest

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    -I can't stand the yellow numbers on the blue base's wall. I would recommend the white ones.
    -What are those kegs doing in the hallway? Things like that should either be obvious gameplay elements or completely out of the way. Make a room or closet or something and put those in there. Valve's maps have many good examples of including details like this without interrupting gameplay.
    -Be careful not to use env_lightglow excessively. It should be used primarily on hanging lights and placed relatively sparsely.
    -It is tough for me in those screenshots to differentiate between areas dominated by the red team and those dominated by the blue team. Remember to use textures and basic architecture to paint a clear picture. In particular, the brick building (which i'm assuming is the red team's), has flat roofs, whereas it should have repaired wood or metal paneling at angles.
     
  7. dirtyminuth

    dirtyminuth L5: Dapper Member

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    I'd argue that the team that spawns in the lower left of your first screenshot is at a severe disadvantage. Their travel distance to the CPs is much longer. They must traverse through the railway building before getting on the "white line" paths you drew. I'd argue reducing the size of this large room (thus moving the spawn up), or moving the other spawn back to even travel distances.

    And Logo, your comment about perfectly even ropes doesn't hold up. Those aren't individual ropes, it's a single prop.

    The idea of two open CPs is a very intriguing idea. Can't wait to see how it might play!
     
    Last edited: Jan 17, 2008
  8. Shmitz

    aa Shmitz Old Hat

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    Hard to tell from the screenshots, but the respawn rooms look campable.
     
  9. Logo

    Logo L3: Member

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    Yeah I see that now too dirty. Hard to tell from the screenshot at first look
     
  10. Voztron

    Voztron L2: Junior Member

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    Looks pretty good so far, I looks very TF2 which is great!
     
  11. whereismymind?

    whereismymind? Guest

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    UPDATE: See below for latest beta
     
    Last edited by a moderator: Feb 1, 2008
  12. whereismymind?

    whereismymind? Guest

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    Beta 2 for anyone who is interested. Bunch of new pictures for you to check out too. I've tried to make the map a bit more balanced, with the distances from spawn to cp even for both teams. The cap time is also much larger now so teams can't scout rush the cp's. I've also cut back on the glow around the lights. Hope you like, this should be the last beta before final release so please let me know your thoughts. Thanks!

    Pictures:
    http://mallosworld.co.uk/map/map001.jpg
    http://mallosworld.co.uk/map/map002.jpg
    http://mallosworld.co.uk/map/map003.jpg
    http://mallosworld.co.uk/map/map004.jpg
    http://mallosworld.co.uk/map/map005.jpg
    http://mallosworld.co.uk/map/map006.jpg
    http://mallosworld.co.uk/map/map007.jpg
    http://mallosworld.co.uk/map/map008.jpg
    http://mallosworld.co.uk/map/map009.jpg

    Download:
    http://mallosworld.co.uk/map/cp_goldfinger_b2.zip
     
  13. Haas

    Haas Guest

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    okey i had some time over and your map looks promissing so i i tested it this are only the remarks your maps looks good in overal and it has potential if you give it some work :p . Don't know how the gameplay is so i leave it out here.
    At first the doors and fake doors in your map are confusing at the beginnen you bumb into every fake door to look if it opens so you should do something about that (remove them or make them look broken)
    pictures:
    http://marijn.sharper.nl/public/goldfinger/cp_goldfinger_b20000.jpg
    don't put the sirense on the corner they don't fit there.
    http://marijn.sharper.nl/public/goldfinger/cp_goldfinger_b20001.jpg
    the frames of the doors don't fit the doors.
    http://marijn.sharper.nl/public/goldfinger/cp_goldfinger_b20002.jpg
    I find this to much decals on on wall please add some brushes or nothing.
    http://marijn.sharper.nl/public/goldfinger/cp_goldfinger_b20003.jpg
    again the door frames do not fit
    http://marijn.sharper.nl/public/goldfinger/cp_goldfinger_b20007.jpg
    http://marijn.sharper.nl/public/goldfinger/cp_goldfinger_b20008.jpg
    You can get behind your map!!!!!<this is a map breaker (or how you call it)

    http://marijn.sharper.nl/public/goldfinger/cp_goldfinger_b20009.jpg
    the truck doesn't fit the door makes it look wierd.
    http://marijn.sharper.nl/public/goldfinger/cp_goldfinger_b20010.jpg
    why are there windows there?
    http://marijn.sharper.nl/public/goldfinger/cp_goldfinger_b20011.jpg
    1 is onough 2 doesn't even work next to each other.
    http://marijn.sharper.nl/public/goldfinger/cp_goldfinger_b20012.jpg
    doors behind fence look wierd. I think it would look better if there where no doors and no fence.

    Hope you agree with me if not ignore it :p
     
  14. whereismymind?

    whereismymind? Guest

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    Wow, thanks for sharing your thoughts, I'll definitely bear them in mind! I'm curious how you got behind the map though. I'm sure I blocked everything off... :p Did you think the grafiti decals fitted the TF2/cartoony feel? They are not standard TF2 textures so I'm a bit cautious about using them :)
     
  15. Haas

    Haas Guest

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    nope I think they do not fit but thats my personal opinion.
    Getting behind the map was easy just jump on that balcony that goes across the cap point area and walk over it jump over the fence (that fence what i said to remove it)
    And your there.
     
  16. whereismymind?

    whereismymind? Guest

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