CP_Redstone

Discussion in 'WIP (Work in Progress)' started by skdr, Jan 14, 2008.

  1. skdr

    skdr L1: Registered

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  2. skdr

    skdr L1: Registered

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    Placeholder post.
     
    Last edited: Jan 27, 2008
  3. dirtyminuth

    dirtyminuth L5: Dapper Member

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    Looks fairly polished already. How much of the "Battlements" (i.e. plethora of buildage in first two shots) is accessible? You don't want players getting too distracted. Custom rocket model suits the TF2 theme well; maybe it's a bit too weathered and gray if we're nitpicking.
     
  4. JTG

    JTG L2: Junior Member

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    Wow... just... wow.

    That's some great work.

    I have to agree with dirtyminuth... the model is perfect but the texture doesn't quite match the TF2 color scheme. But that's a trivial detail, IMO. Any chance of having smoke pouring out of the rocket onto the CP? I dunno how well the FPS would hold up but it make for some interesting fights. :)
     
  5. Voztron

    Voztron L2: Junior Member

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    Great looking map!
    Do you have a layout image?
     
  6. Vilepickle

    Vilepickle L7: Fancy Member

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    The rocket smoke in Granary has limited visible range with no clear way to increase the distance. It SEEMS fairly cheap too.
     
  7. Logo

    Logo L3: Member

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    Looks nice but at the same time isn't too cluttered and looks very playable. Interesting to see how this one turns out.
     
  8. Snipergen

    Snipergen L13: Stunning Member

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    Looks freakin nice tbh! Reminds me of 2fort.
     
  9. YM

    aa YM LVL100 YM

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    If that plays well you may have just made the best custom so far. Looks F'in awesome!
     
  10. Kev_Boy

    Kev_Boy Guest

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    Who's to determine what plays well though?
    Everyone will give a different response.

    Does something not play well because it frustrates you or does something play well because it challenges you. You'll notice these two things are identical just worded differently.
     
  11. Logo

    Logo L3: Member

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    Not really there's a lot of subtle details that make all the difference.

    The first point in Dustbowl is challenging to defend, the last one is challenging to attack. The last point in Wolf and Toy Fort are frustrating to capture.

    The biggest difference is the player should never feel like the map is holding them back. It should always be the other team that is actively preventing their success. On a map like wolf for example the player tends to feel like the long hallway combined with a severe height disadvantage and a high travel cost in taking the back route makes trying to capture the last point frustrating (and near impossible).

    On dustbowl all of the action focused into a single area makes it hard to progress or capture the point. However the map is balanced such that the defending team can't easily hold the forward position due to travel distances and the threat of spies or other classes circling around back and capturing. When pushed towards the CP the defending team is better able to focus on all the incoming routes at once. Meanwhile though the variety of routes for the attacking team gives the players choice and the ability to switch up their tactics or point of attack and the attackers aren't at a disadvantage due to the terrain. They are only disadvantaged because they must push forward and the defenders are closer to the spawn than the attackers.
     
  12. YM

    aa YM LVL100 YM

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    true, although you seem to loose the first two dustbowl sections as the defenders I seem to be set in this mind set of make it an epic loose. lol

    did I say, looks awesome!
     
  13. ryodoan

    ryodoan Resident Bum

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    Those screen shots look awesome, I hope we get a chance to play it at our next game night.

    @Logo I never really thought about it that way but you are very right about it being the enemy team, not the map holding you back.
     
  14. greenridge

    greenridge Guest

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    Do the big red "C A B" on the blue side's background cylinders bother anyone else?
     
  15. YM

    aa YM LVL100 YM

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    not me, I quite liked it
     
  16. Voztron

    Voztron L2: Junior Member

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    Yes that did annoy me a bit. They need to be in the right order.
    I would still like to see a laypout screen :)

    Map is looking really good, keep at it!
     
  17. skdr

    skdr L1: Registered

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    Thank you guys.

    I'm working on interior lighting and detail now. They're still too "basic" for my taste at the moment.

    I'll keep you guys updated with new screens soon.
     
  18. Kirko

    Kirko L2: Junior Member

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    looks awesome!! i hope i can make something like that one day! maybe if u put a couple little bottles trash around the map that can be shot around would help add some spunk to the map.
     
  19. rasnarok

    rasnarok Guest

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    Wow, excuse me for completely ignoring the gameplay mechanics of this map but it's beautiful!
     
  20. skdr

    skdr L1: Registered

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    Updated first post with new screens and details.