ctf_nightwatch

Discussion in 'Map Factory' started by Confidence Man, Aug 4, 2010.

  1. Confidence Man

    Confidence Man L1: Registered

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    ctf_nightwatch_b2

    Nightwatch is a standard ctf map, a continuation of sorts of my last ctf map, crossunder, the common idea being to offer two distinct routes to the intelligence in an effort to decentralize defenses and give attackers more options.

    There are two separate routes to and from the intel room; one goes through the bases rooms and hallways, the other goes around the side through a long yard.
    Attackers can avoid either side completely, so engies will have to spread out to cover both routes. The centralized spawn, however, gives quick access to both routes as well as the battlements.
     
    Last edited: Sep 7, 2010
  2. Fredrik

    Fredrik L6: Sharp Member

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    This looks sooo awsome. Applauds!
    But some places are a little dark.
     
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  3. MangyCarface

    aa MangyCarface Mapper

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    That's some great geometry.
     
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  4. Little Giant

    Little Giant L1: Registered

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    Wow! Great job!

    I would like to play test this on a game day!

    Awesome!

    (agree with above, some places are a bit dark)

    - LG
     
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  5. Confidence Man

    Confidence Man L1: Registered

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    I just recompiled and uploaded a newer version with the _a1 in the title so it can maybe be tested tomorrow (and added some clips to the roofs so demos and soldiers can't get up there).

    It is a little dark in places, though it isn't quite so dark as the screens as those were a few compiles old by the time I made the thread and there are some lighting differences.
     
  6. FiLi

    FiLi L4: Comfortable Member

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    This looks amazing
    The darkness is more of a feature than it is a problem to me
     
  7. Confidence Man

    Confidence Man L1: Registered

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    Thanks to everyone who tested it out yesterday. Most of the feedback that I could hear from the playtest was:

    -Too dark
    -Too confusing
    -Too cramped

    The darkness is easy enough to fix, though I don't want it so bright that you wouldn't know it was night if you don't look up (pipeline is like that).

    I think it was confusing in part because it was hard to tell what side you were on without the bases being textured, and also the lack of signs. So far I've textured almost all of it and added a ton of signs. I've also removed the sliding doors in front so it's less disorienting when you enter/exit due to the angled structures.

    As far as it being too cramped, I've started redoing the inner base; opened up some walls and raised the ceilings where I could, so that should alleviate some of that cramped feel in that part (I hope).

    A couple pics of red base:

    [​IMG]

    [​IMG]
     
  8. Lancey

    aa Lancey Currently On: ?????

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    It's still pretty dark. If you look at pipeline, they run strings of lights across the main routes.
     
  9. MangyCarface

    aa MangyCarface Mapper

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    Beautiful lighting, if a bit dark. I love your use of space
     
  10. Confidence Man

    Confidence Man L1: Registered

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    Yeah, I've looked at how they did pipeline. Personally I don't mind if it's a little darker overall, particularly above the normal playable area. As bright as pipeline is it might as well be a daytime level.
     
  11. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    this is pretty fly
     
  12. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I think that was sorta the point of what they did. You never want lighting dark enough it makes player color recognition harder. It's usually impossible to tell from world lighting how players will look, so I can't say about your map (other than those dark corners), just something to keep in mind.
     
  13. Confidence Man

    Confidence Man L1: Registered

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    Intel rm:
    [​IMG]

    Room the vent used to drop into (no more vent):
    [​IMG]

    Red sideyard:
    [​IMG]

    Outside spawn:
    [​IMG]

    Stairs leading up to battlements, moved them way back so it wasn't such a quick route from the front door up there:
    [​IMG]

    Should have a new version up for the next playtest.
     
    Last edited: Aug 14, 2010
  14. The Political Gamer

    aa The Political Gamer

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    The lighting is 100 times better.
     
  15. Gerbil

    aa Gerbil

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    The intel room looks great. I just think you should get rid of that "R" overlay. Maybe replace it with the team logo.
     
  16. Confidence Man

    Confidence Man L1: Registered

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    I sort of liked the retro look. :p

    But I don't think there's a "B" in that style for blue, so I'll probably swap it out.
     
  17. Confidence Man

    Confidence Man L1: Registered

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    Put a new version up for gameday. Couple pics:

    [​IMG]

    [​IMG]
     
  18. Algebraic

    Algebraic L1: Registered

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    I really like the look of this map. It seems like something you could see as an official TF2 map.
     
  19. absurdistof

    aa absurdistof

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    I like the look of it a lot, but it feels like those sniper nest sightlines could get nasty. It's a lovely map, but it seems like it could play like any other official ctf map which is a shame.
     
  20. Pocket

    aa Pocket func_croc

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    Well, there is an equivalent sign, but it looks pretty awful.