Deposit

Discussion in 'Map Factory' started by Moustik, May 13, 2010.

  1. Moustik

    Moustik L1: Registered

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    Hello people !

    I introduce you a new capture the flag map : ctf_deposit

    It's my second map posted here !

    Sorry for my bad English. :blushing:


    Please, test and say me your opinion. Thanks !
     
    Last edited: May 23, 2010
  2. Prestige

    aa Prestige im not gay anymore

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    wow! looks a lot better than your first map.

    however, it looks a tad dark in the middle. could use some more lights.
    also, the intel looks hard to pickup. (compare doublecross to 2fort's intel areas).

    overall, it looks great.
     
  3. HeaH

    HeaH L8: Fancy Shmancy Member

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    You are just a little too late :p

    But it definately looks nice!
     
  4. jakemaheu

    jakemaheu L1: Registered

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    I'm liking the work you've put into this map so far, so I'm giving it a quick critique. Graphics courtesy of mspaint.

    [​IMG]

    In this screenshot, you'll obviously notice that I've made a few notes. Starting from the top, we've got those light props. It might just be your computer, but it's rendering quite oddly and it's too small to be illuminating a space this size.

    Those floors look like they've got some type of tile texture on them (might be a dev, can't tell from here). It might not be a terrible texture, but it doesn't really fit with a RED area. It's got a bluish tint, which conflicts with the theme.

    For the walls, I don't have much of a problem with the textures, but they seem repetitive. I do like the red wall on the lower-right; it could use a sign, arrow, or decal of some sort to direct the player to the battlements/intel.

    Finally, those stairs. For the love of god, please playerclip them! If you don't already know, the texture is tools/playerclip. Use it. Please.

    [​IMG]

    I'm guessing that this is the main battlement. Not too many issues here; those wall and ceiling textures are really repetitive, though, and those prop_static fluorescent lights are projecting some really ugly shadows directly above them. Maybe add some env_sprites to complete the look?

    Keep an eye on those sightlines, too. It's looking like snipers will have quite the advantage here.

    I'd like to see a couple other changes made here-- a 3D skybox and for you to use some props for the correct team on the RED side. I marked those barrels-- you can tell that you've copied + pasted that group to both sides. There should be some different skins or models that can fill the place of the ones you've got right now.

    Again, player-clipping. I didn't mark it on here, but you really need to pay careful attention to it here. Having all of those props (detail and normal) is nice, but players are going to be pissed if they get caught on them at the worst possible moment.

    [​IMG]

    Finally, we come to the spawn area/intel zone. I'm predicting some issues here; namely that having the two so close will lead to spawn camping. The area seems pretty small as well-- you don't want a single engineer being able to build a sentry that can cover the entire area.

    I'm bringing up the repetitive textures again because it really does apply here. You could definitely alleviate it somewhat by adding some large logos for the team that controls that area.

    ALSO, PLAYER-CLIPPING. DO IT OR PEOPLE WILL BITCH.

    If you've got any questions/problems, post, PM, or message me via Steam.

    Good luck!
     
    • Thanks Thanks x 1
    Last edited: May 13, 2010
  5. Prestige

    aa Prestige im not gay anymore

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    how do you know they aren't playerclipped?
     
  6. jakemaheu

    jakemaheu L1: Registered

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    I don't, but I figure that it's better to be safe than sorry.
     
  7. Moustik

    Moustik L1: Registered

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    Jakemaheu thank you for all your advice.

    I will take into account all your comments. I just wanted to clarify that it is only an alpha version and therefore temporary (it lacks a lot of decoration and variety).

    I'm trying to get a new version very soon! :)
     
  8. jakemaheu

    jakemaheu L1: Registered

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    Of course. I realize that you're just working mainly on the design right now, and it does look promising.

    I can't wait to see the next iteration!
     
  9. alecom

    alecom L8: Fancy Shmancy Member

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    You'll be able to tell it's not playerclipped if your screen shakes upanddownandupanddownandupanddown when you walk on the stairs.




    Also, if you are keeping those barrel/crate props in the middle (screen 5) then try to not just copy paste them again (and right next to each other too!) - make them look a bit more randomly arranged.
     
  10. honorum646

    honorum646 L6: Sharp Member

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    Or when you jump on the stairs. If it's not playerclipped you will stop moving forwards.
     
  11. Moustik

    Moustik L1: Registered

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    A3 version is now available, I waiting opinions. :rolleyes:

    Thanks !