Discussion in 'Map Factory' started by Bslashingu, Aug 20, 2009.
A swamp themed nighttime map with Gravelpit's 3 capture point gamemode.
Could use more lights.
Looks interesting so far. Not much to say about detail, obviously - but it looks like the areas surrounding the CPs will be good for gameplay. Holes in the ceilings for flanking from above, different ramped access to control points etc. Should be good :thumbup: Keep it up!
? ohhh why not have your steam name >.<
I played a small early showing of this. From what i played
C felt to open *but it looks like you correct that =p
and blue spawn to A might do better without those fences are the attacking team is at a dis advantage with having to jump over them.
Posted a link to download the first alpha!
@everyone: Thanks for the feedback!
Ran through it, screenshots.
Issues i saw listed above.
In general from last build the biggest concern i had was still there and looks to have gotten worse. to big, to open. I noticed tons of little rooms now as well =(
I love the changes to C and i REALLY like the changes to the side of A however that also caused it to be more open as well *double sided sword heh*
Hopefully a good play test can determine the above.
Great job so far guys, the swamp area *A* is going to look REALLY good im sure towards the end of alpha.
As with all of the other "dark" maps I was having trouble finding my way around even after I increased the brightness. A lot of times I couldn't tell if someone was RED or BLU just because it was so dark. I mostly just tried to keep the points or hallways and away from the outdoor areas because they were the only spots that had lighting other than the environmental light. I know you want the level to be at night, but if I can't see what I'm shooting at then I'm not having fun. That said, when I could see, I was having a blast. It looks like it will be a pretty fun level.
As I said during the game, it's an interesting alpha- a veritable cornucopia of dev textures. In any case, a few suggestions.
The few rounds that I played, I had trouble defending C, and trouble finding B from the RED spawn. B is also ignored largely from BLU attackers- though this may be desirable, in any case. I dislike the BLU spawn in that there's no resupply cabinets in the sides, but only in the middle. Furthermore, the couplings of the cars make moving around a bother. I would advise covering them with metal or some such, and perhaps providing higher ramps, in order to remedy this problem. The funky-angled ramps look nice and mangrovey, from what I know of mangrove swamps (which is what I learned from visiting the manatee exhibit at the Columbus zoo), and I like the concept, though cleaner collision models with the walkways may be in order. Beyond that, signage. More signage is always in order.
Updated with Alpha 2, enjoy
I didn't find it too dark, but I guess it's too dark.
Buoy is barely floating. It is heavier than that, and would be under water a bit more.
Youme got in the way, but behind him is a light. The prop is black. (This is outside RED spawn)
On B, you need to playerclip the tall buildings' roofs.
A few reasonable points I picked up on while playing this today, granted it's still in early stages, I hope they will be addressed:
A: There was a broken bridge in this area, which made me feel that some water in place of the floor would be nice.
B: Nothing horribly game breaking here, all I noticed was that the water ended rather abruptly, but I'm sure a skybox will be added at some point .
C: For Blue, this point was surprisingly easy to reach, and to capture. The problem is that Red don't have a quick way of getting on to the point without taking a teleporter, since it's caged in, there's a couple of gaps in the cage where you can get out/in from the top, but most of it is too tight. Even if Red have the point secured, it isn't difficult for a few members of Blue to get to the top and easily wipe out Red's remaining players and win the point due to its quick capture rate.
General: Too dark! I understand that the map is set at night, but players will have difficulty seeing each other in the dark, be sure to light up everything, but at the same time of course, don't go crazy, you just need some lamps in areas to keep the map well lit and easy to spot enemies in, being too dark is often a huge problem when play testing in early stage maps.
Overall: Balance-wise, besides C, the map played out very nicely and I enjoyed it, good work!
Overall, as others have commented, this map is way too dark and needs more lighting throughout the map to improve the gameplay.
I think it's around A where there is a ramp that you have to jump on to get up to the level the cap point is on, which I found rather annoying as it looks like you should just be able to walk on.
I found A and B to be fairly balanced, obviously detailing will give the atmosphere and gameplay more wow factor but it was a good fight most the time. Perhaps a third entrance to Cap A from the side would prevent the two dimensional nature of getting on the point.
Capture point C is the problem as others have stated, its hard for red to get up there quickly, perhaps an internal staircase like now combined with an external staircase starting near the red spawn with ramps and higher up bits to get onto C.
Also, C is very high, so if Red do camp it out up there they can pick off Blue coming out the tunnels quite easily. It needs to be less tall (helps red get up there as well) and perhaps give Blue some more height in places when coming out of tunnels, GravelPit style (In Gravel Pit coming from A to C gives you heights roughly halfway up the tower).
I think its a good start and should turn into a good map with more testing.
Updated OP with current info.
I like the map (like most gravelpit-styled maps), but signages are welcome as there's a few different paths but not enough signs.
I thought the map worked pretty well. But ammo and health seem rather scarce, took us a while to find them.
I'm looking forward to playing this map more! Especially with the swamp theme later.
One minor thing:
http://dl.getdropbox.com/u/1806760/cp_cypress_a3a0002.jpg - Point B's hazard texture overlapping
I concur on all points raised here, ammo and health did seem scarce.
I love the changes to C, its much easier to defend and attack I think, I also like the side entrance to point A as I suggested, that works nicely and makes the point less two dimensional.
Good changes have been made and I look forward to future releases.
Updated OP with Alpha 3-B, which includes fixes to get better testing results.
Wow, lots of views for how long its been out and the amount of posts its had
Hey just finished playing on this map and it turned out to be better than I expected it to be. Each point played out pretty interestingly, and I especially liked the last point. The layout is fairly easy to learn too.
Some problem I had mainly involved point B - it was too big where the blue team came out at, and too cramped (imo) right around the point. It also seemed like the only way to get to the rooftops was through the building, which is pretty easily camped by the red team, since they can set up sentries in a very powerful position. It might do good to add a little spy route on the side (like crate jump to junction box jump to sign jump to window ledge) where they can get someone up there without rocket/grenade jumping.
Also, the water is weird at that point, not exactly sure why it's there. I know it's a swamp, but that seems like an odd place to put water.
It would make sense to me to move that whole building + point closer to where blue comes out to close up some of that front yard, and maybe add some stairs up to the roof and/or a spy route to the roof.
Point C was cool, it was a lot of fun, and even though I felt the teams were stacked in favor of offense we were able to hold out until like 2 or so minutes left, so that was kind of fun.
So yeah I think point B is somewhat a mess right now, but everything else is looking good. Can't wait to see it when you start detailing.
New version bump :3
Played this yesterday in gameday. Definitely got a lot better, specially lightning wise.
That said, I got mixed feelings about how it plays... Mostly because there doesn't seem to be any good places to place a sentry, or setup a good defense. Overall the "rooms" where each CP are feel too open.
Never thought I'd say this but, red needs a little more space to camp a bit IMO.
Another thing is... What the FUCK is up with rainbow dev textures? Seriously... I know this a petty gripe, but it makes it very confusing, not to mention annoying, for us to navigate a map that seems stuck somewhere inside a 12 year older's crayon box. Stick to orange, or, if you really need to, red, blue and gray. I'm aware these will be gone as you texture, but while you don't this makes it harder to test.
Separate names with a comma.