Deadrun

Discussion in 'Map Factory' started by Vigilante212, Jul 6, 2009.

  1. Vigilante212

    Vigilante212 L7: Fancy Member

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    New Pics

    Alpha 6a is up Map now has a second stage check it out

    Stuff im looking for feedback on.

    Overall Design
    Suggestions for gameplay
    Health and ammo placement
    Exploits
    Bugs


    Changes planned for Alpha 7

    Detail Area 1+first spawns(40% Done)
    Work on cave displacment
    Texture area 1(80% complete)
    Lighting stage 1
    More detailing
    Texture second stage(20% complete)
    Clean up second stage displacments
    Lighting stage 2
     
    Last edited: Sep 4, 2009
  2. Void

    aa Void Local Man Unable To Map, Sources Say

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    looks huge

    and death-pit-y
     
  3. Vigilante212

    Vigilante212 L7: Fancy Member

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    thats not actually a pit, i took the pic from inside the stone pillar whoops :)
     
  4. Vigilante212

    Vigilante212 L7: Fancy Member

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    Updated pics :)
     
  5. The Gentlemanne

    The Gentlemanne L4: Comfortable Member

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    looks HUGE man!

    I would like to play this.
     
  6. Vigilante212

    Vigilante212 L7: Fancy Member

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    Got more work done today Most of the layout on one side is done.
     
  7. TMP

    aa TMP Abuser of Site Rules

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    If you're going to bother explaining something is an open window with an opaque texture, I have to ask why. It should accurately reflect what it is going to be without having it completely not do what it is supposed to do D:


    EDIT: Or are those merely placeholders because you don't want to go clip-happy on the buildings yet?
     
  8. Vigilante212

    Vigilante212 L7: Fancy Member

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    Placeholders :)
     
  9. Ninjilla

    Ninjilla L7: Fancy Member

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    One area that worries me is the cavern with the X shaped tracks and how much of a height difference there could be. If one team got high enough before the other, they could hold that ground VERY well.
     
  10. SiniStarR

    SiniStarR L8: Fancy Shmancy Member

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    really like the design of the cave
     
  11. The_Ulf

    The_Ulf L6: Sharp Member

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    Well, hold on - which way do the carts go? One of those screens looks like the carts head downhill, which would actually make this very interesting. Also - it appears that the only entrances to the X-cavern are along the tracks so a team that gets ahead may need to fight through the losing team to get back up/down to their cart.
     
  12. Vigilante212

    Vigilante212 L7: Fancy Member

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    Its a race down from the top. there will be alot of blocking along the edges so that hieght advanage wont mean a whole lot.
     
  13. Ninjilla

    Ninjilla L7: Fancy Member

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    Oh, ok I thoguht they went from bottom to top. I shoulda asked before commenting, doh :blush:
     
  14. Vigilante212

    Vigilante212 L7: Fancy Member

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    As always new pics at bottom of first post

    Finished the top path from the first area to the second area. Cut some windows and placed doorways. Went though and No Drew every non visable surface to cut down on compile time. Im close to finishing all the route work once thats done ill start setting up the final area and mirror everything. If I Get time I hope to have a working alpha sometime next week.
     
  15. Vigilante212

    Vigilante212 L7: Fancy Member

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    Ok so im a bit behind schedule, but no biggy. I got all my displacements created for later molding. Starting tommorow I will be laying down the paths for the payload. Until then check out some new screens.

    New pics in first post.
     
  16. Vigilante212

    Vigilante212 L7: Fancy Member

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    Updated pics, and pre alpha doanload for anyone who wants to poke around in the map.
     
  17. Jamini

    Jamini L4: Comfortable Member

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    My first thought when we played it tonight, as you heard, was that the map itself is VERY open. Scouts and Snipers have a field day on the last point under the sun, with so little cover and that MASSIVE height advantage the defending team gets for the last point. Conversely, the severe lack of any choke-points makes it very hard for sollies and demomen to hold their own. The dim lighting on the first point helps this somewhat, and the middle is perfect, but that last point could be brutal if the defending team had a good sniper or two.

    My main suggestion would be to totally remove the rocks in the final canyon area and make them 1-2 story buildings lining the track instead. Leave space around the outside for the open-air classes, but create at least a *little* cover for offensive and spam-oriented classes there so they don't get completely dominated by snipers. (think about how easily I headshotted you and your teammates *three times* with the ambassador when you were trying to play defensive engineer back there, then imagine I was a sniper with 1-shot kills.

    I'd also like to see a route directly up to the ramp that leads back to spawn in the second area. It feels like it SHOULD have a way back up, but there isn't (which is irritating, to say the least).

    Finally, Get us some spotlights in the cave! It's WAYY too dark.

    That is all.
     
  18. Vigilante212

    Vigilante212 L7: Fancy Member

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    It needs more playtime before I determine what to change in the final area. The issue with lighting in the cave will be fixed next patch. I agree though the end area is a bit too open. Thier is a chokepoint though its the tunnel between the first and second areas.
     
  19. Vigilante212

    Vigilante212 L7: Fancy Member

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    I uploaded a2 has some minor fixes for gameplay. Changelog is updated
     
  20. captainAngry

    captainAngry L7: Fancy Member

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    I ran through the map, it looks really nice. I'll provide better feedback when I get a chance to play it with more people.