demolition

Discussion in 'Map Factory' started by Nutomic, Jul 30, 2009.

  1. Nutomic

    Nutomic L11: Posh Member

    Messages:
    888
    Positive Ratings:
    177
    A control point map for Valve's class-based multiplayer-shooter Team Fortress 2. This map is aimed both at competetive and casual players, offering thrilling gameplay and interesting visuals.

    As secret information has revealed, the opposing team has a nuclear rocket stationed in a small base in the desert. Your mission is to take control over the base, and prevent them from launching.
     
    Last edited: Sep 15, 2010
  2. Hanz

    aa Hanz Ravin' Rabbid

    Messages:
    844
    Positive Ratings:
    466
    You will definately have to change the name since there is already a map with this name. :) ( http://forums.tf2maps.net/downloads.php?do=file&id=974 )

    Aside that the map seems very big and open, so I suppose there will be a very long walk for heavies and the map will probably be owned by snipers and scouts only. (It looks like it is very open, maybe it isn't?)
     
    • Thanks Thanks x 1
  3. Nutomic

    Nutomic L11: Posh Member

    Messages:
    888
    Positive Ratings:
    177
    Damn, I searched for the name, but only in the Map Database, not in the downloads. I will think of another name ;)

    There are not really much open areas I think, only between cap 2 and three it's more open, but you can take another way there, so I don't think it's too good for snipers.

    The walking ways are not so long I think, as there's a shortcut from first spawn to the middle, but maybe the way from the second spawn could be too long. But I will wait for the playtest here.
     
  4. Micnax

    aa Micnax I maek map

    Messages:
    2,056
    Positive Ratings:
    1,382
    Looks very open, but gameday will show it's true colours :3
     
  5. Trotim

    aa Trotim

    Messages:
    1,180
    Positive Ratings:
    995
    [​IMG]

    Again, the slider wheel thing is floating. You might also consider moving the EXIT sign halfway into the wall.
     
    • Thanks Thanks x 1
  6. Nutomic

    Nutomic L11: Posh Member

    Messages:
    888
    Positive Ratings:
    177
    Thanks, I fixed that.

    But at the moment i'm mainly making the whole map smaller, i hope this wont take too long.
     
  7. Nutomic

    Nutomic L11: Posh Member

    Messages:
    888
    Positive Ratings:
    177
    Updated to a3.

    Changelog and new pictures will be following soon.

    €: Updated to a3a because of a bug with the control point index numbers, pretty sure there arent any bugs left this time.
     
    Last edited: Aug 18, 2009
  8. martijntje

    martijntje L8: Fancy Shmancy Member

    Messages:
    539
    Positive Ratings:
    168
    see attachement.

    During gameday I found some overlapping brushes. It's in between the blu base and the second cp (for blu)
     
  9. Nutomic

    Nutomic L11: Posh Member

    Messages:
    888
    Positive Ratings:
    177
    Thanks for the hint, however this is not so bad in this stage, im only doing the layout yet, details will be done as soon as i know that the gameplay is quite good, and overlapping brushes are a detail thing for me.

    (Sorry for the late answer, was on holiday)
     
  10. Engineer

    aa Engineer

    Messages:
    1,166
    Positive Ratings:
    372
    The map should be a bit smaller, it was a bit too big. But keep working on it ;)
     
  11. Caliostro

    Caliostro L6: Sharp Member

    Messages:
    261
    Positive Ratings:
    110
    Map feels too big. On further examination it's not because it IS too big, but because it's mostly encompassed of long linear corridors which focus the user's attention on their length.

    Generally speaking, and while it's good to have BOTH, it's better to have more "rooms" than hallways. Room give more freedom of movement, feel less claustrophobic, and take your focus from their length and into their general area. Look at Valve maps. Almost all corridors are fairly wide and short.

    On top of that, point two is ridiculously close to point 1, moving it a bit, within the same area, wouldn't hurt IMO.
     
  12. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,682
    Love the detailing on the spawn room. :)
     
  13. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,562
    The first CP could do with some better layout design choices. It's bland, boring and only ever gets attacked by soldiers and demo's rocket jumping too and from the battlements (as this is a heated zone). But this can be resolved by appropriate use of relavent props to add cover. But at the moment it's a cliché looking final point that looks uninteresting and insignificant (Why are RED/BLU attacking this place?).

    Second CP needs to be made more open. it's like a cross between Balands 2nd CP and the orange_x central tower (which is bad). Make it bigger in construction (Like Gravelpit) but not so big that it's a chore to attack/get onto. Place it further from the battlements, right now it looks like you can jump onto it as a normal class when you can't; you just fall short.

    There was a displacement ditch i kept getting stuck in infront of the tower.. you'll probably want to sort that out.
    [​IMG]

    Also, i don't know whether it was a bug, or my graphics card not rendering a pyro (it does this rarely, invisible players ftw) but it was like i kept getting airblasted from under the second CP.

    Central point is alright i guess. Will probably look a lot nicer with more detail. But you seriously need to redesign your final cp's and the "bases" they reside in. Open up the area around the second CP and move it slightly away from the base.

    edit:
    [​IMG]
    [​IMG]

    Something like that would be enough/appropriate. Then you can include cover as you deem necassery.
     
    • Thanks Thanks x 1
    Last edited: Oct 11, 2009
  14. Nutomic

    Nutomic L11: Posh Member

    Messages:
    888
    Positive Ratings:
    177
    Yeah, i already completely changed the second cp, its a bit similar to yours.

    For the last cp, i will probably move the front entry nearer to the point.

    I will fix the displacements immediately.

    For your second pic, i will think about that.

    Thanks for the lot of feedback :)
     
  15. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    Is that a nose?
     
  16. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    Lol
     
  17. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,562
  18. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,682
    That nose is spy! (Rock)
     
  19. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    It almost looks like... oh god...
    [​IMG]
     
  20. Nutomic

    Nutomic L11: Posh Member

    Messages:
    888
    Positive Ratings:
    177
    New version is out. Please tell me, what you think of the changes, especially the new layout of the second point. I will be in the saturday playtesting with this (if i get in).