CP doomed

Discussion in 'Map Factory' started by _Daf, Oct 22, 2013.

  1. _Daf

    _Daf L1: Registered

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    cp_doomed is a 5cp map based (loosely) on DOOM's e1m1.

    Set in a nuclear power plant, the teams fight suspended over a spent fuel pool, in and around a supercomputer, finally breaking into a missile silo hidden in the cliffs surrounding the facility.

    Although I've been playing with Hammer for years, this is my first released map. I know e1m1 is one of the most remade maps of all time, so the layout has been altered quite a bit to account for Team Fortress play, while keeping the basic pathing of the DOOM map. Initially the map may feel backwards, with players spawning in what was the exit of e1m1. This was done so that mid is at e1m1's entrance and the teams will push forward through the map properly.

    Thanks to Rexy for the forklift model.
     
  2. nightwatch

    aa nightwatch

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    This map is visually stunning, especially for an alpha. You've done a great job of laying out a basic theme in players' minds and making the map cohesive as a whole. You've also got some really funky geometry that I really enjoy and everything seems very polished about this map.

    As a very technical note, you may need to change the scale of your water textures: unlike all other textures meant for TF2, these aren't meant for a scale of 0.25, and so they seem very busy when looking at them from an angle (or at all, really).

    However, I also must inform you that I found the layout slightly confusing and definitely overscaled. While many of the areas seemed like they would have good gameplay by themselves, the connections between them seem a little long and convoluted and would result in more walk time between points than fighting. Signage in this type of map is a must and you could definitely benefit by placing a bit more to direct the flow of players, especially with the layout in its current complex state.

    Finally, you seem to have a lot of water and large deathpits at both ends of the map, which are generally best served in small doses. You may wish to review your generous deployment of these items after the map gets tested a little bit.

    In short, I think you've done a great job producing this gorgeous map and I really look forward to seeing what it develops into in further iterations.

    EDIT:

    Additionally, there are few entrances and exits between areas. This makes transitional stages feel even more long and drawn out than they are, and it makes a lot of playable area useless. (The outdoor area with the ditch filled with water comes to mind as particularly guilty)

    As another technical note, your stairs are not consistent in their scale and you would be better off to switch all of them to the smaller version (though I personally feel that 8:12 hu stairs are not to scale either, they are closer than your larger ones).
     
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    Last edited: Oct 22, 2013
  3. Eyce

    Eyce L6: Sharp Member

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    The first screen there of (assumably) CP1 is absolutely fantastic to look at. Nice work.
     
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  4. mint onion

    mint onion L3: Member

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    this map looks great so far!
     
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  5. _Daf

    _Daf L1: Registered

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    Thank you so much everyone!

    Nightwatch, very helpful feedback and thanks for taking the time to go through it.

    Technical: Thank you! I knew my water looked off, but didn't know why. As for the stairs, they were copied from an older iteration of this map and needed to be fixed, but it slipped my mind for this release. The fancy curved stairs will have to be rebuilt too, but they're a huge pain.

    Layout: The connecting areas are definitely a bit long and convoluted, particularly the routes from mid to the computer room, and I'll try to refocus them a bit. About the outdoor area, it mostly only exists for the shortcut to the last point. I can try to integrate it better with the rest of the map.

    I'll absolutely try to get some playtesting done on the next gameday (Saturday?)
     
  6. obsidiian

    obsidiian L1: Registered

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    Really well done map, and extremely impressive for a first alpha. I had a lot of trouble with the layout though, because it is extremely complex and somewhat lacking in the sign department. Overall, fantastic job, and I'm looking forward to future versions of this map.
     
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  7. TheClaudioAmericano

    TheClaudioAmericano L1: Registered

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    Really like what I see from the pictures. CanĀ“t wait to test this map out.
     
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  8. Egan

    aa Egan

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  9. Pocket

    aa Pocket func_croc

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    The first thing I would suggest is to get rid of the realistic blue Cherenkov radiation in the pools and replace it with this green texture that fits the mid-20th-century sci-fi style better and, perhaps more importantly, isn't the same color as one of the two teams.
     
  10. RaVaGe

    aa RaVaGe

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    Keep the water like that imo ;)
     
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