KotH DryBed

Discussion in 'Map Factory' started by MegapiemanPHD, May 14, 2015.

  1. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    868
    Positive Ratings:
    415
    Blu and Red fight for ownership of a bridge over a dried up river bed.
     
    Last edited: May 30, 2015
  2. Moonrat

    aa Moonrat The end of an era

    Messages:
    893
    Positive Ratings:
    523
    Cha might want to slow down the detailing a bit
     
  3. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    868
    Positive Ratings:
    415
    Only necessary detailing to block sightlines and work out what different areas are. I'm also a bit tired of dev textures.
     
  4. Vel0city

    aa Vel0city func_fish

    Messages:
    1,900
    Positive Ratings:
    1,512
    Please, for the love of whatever you believe in, don't make suspension cables like that. It's ugly as crap. Just make solid beams.
     
  5. takabuschik

    aa takabuschik

    Messages:
    660
    Positive Ratings:
    308
    The 5th screenshot is the best screenshot ever. All the boats

    But the detail is indeed way to intense. And I'm afraid that you'll just constantly get stuck into props. I like detailing in alphas as well, but after I discover parts of the maps are bad, I just don't want to delete them. You can focus on gameplay only if you keep detail to a minimum- use some textures to define the setting, but almost no props, apart from the gamechanging ones. (Fences, concrete baricades, etc)
     
  6. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,372
    Positive Ratings:
    4,173
    The "detailing" looks fine to me. The vast majority of the props there are for breaking up gameplay spaces and directing players towards the objective. You could've toned down the decoration a little, but it's nowhere near as extreme as y'all are making it out to be.

    Having said that though, it does look like you're relying on props an awful lot to break up gameplay spaces.
     
    Last edited: May 15, 2015
  7. Bunbun

    aa Bunbun Gay sex slave

    Messages:
    403
    Positive Ratings:
    569
    I'm so sorry but... the way those boats are placed are just sooo wrong.
     
    • Thanks Thanks x 1
  8. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

    Messages:
    1,461
    Positive Ratings:
    236
    Re - the boats - maybe that area should have some water - make the water a brush that goes up and down like the tide for some dynamic stuff - not sure if it works but if you made the boats phys items maybe they could float around randomly?

    Edit: and now that I see the supports under the bridge - get rid of the support cables :)
     
  9. Corvatile

    aa Corvatile exercise cawtion

    Messages:
    353
    Positive Ratings:
    934
    what how

    how can you even
     
  10. Géza!

    Géza! L4: Comfortable Member

    Messages:
    183
    Positive Ratings:
    21
    The problem is the type of the boats, in my opinion. Those don't look like river boats.
     
  11. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    868
    Positive Ratings:
    415
    I'm not a fan of the support cables either. The idea is that the bride is one of those rising bridges that splits in half to let boats through. The cables and the hydraulics underneath are just messing with ideas as to what to do with it.

    There is a lot of truth to that. I didn't have any issues with getting stuck on stuff but then again I did make it, and have played it the most of anyone BUT that's what Gameday tests are for.

    I agree with that completely. The reliance on props will likely change as I get more ideas, but at the moment, my ideas revolve around props. It's not ideal but this is only the first version of the map.

    I agree with this as well but I used what I had. The boats looked more interesting than just putting a rock there.
     
  12. radarhead

    aa radarhead Hands out ratings like cheap cigars

    Messages:
    1,002
    Positive Ratings:
    535
    I don't think boats could pass through such a narrow, shallow, and rocky channel.
     
  13. Zed

    aa Zed Certified Most Crunk™

    Messages:
    1,239
    Positive Ratings:
    1,000
    Instead of boats, use train_flatcar_containers.
     
  14. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    868
    Positive Ratings:
    415
  15. iiboharz

    aa iiboharz Meme Queen

    Messages:
    701
    Positive Ratings:
    1,029
    Is Farm51_a2 drybed a2? They look completely different.
     
  16. Ynders

    aa Ynders absolutely gormful

    Messages:
    403
    Positive Ratings:
    518
    I thought farm51 was pieman's 72hr entry from last summer..?
     
  17. iiboharz

    aa iiboharz Meme Queen

    Messages:
    701
    Positive Ratings:
    1,029
    Yeah that's why I'm asking. The map on this thread's download is Farm51.
     
  18. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    868
    Positive Ratings:
    415
    Posted the incorrect link. It has now been fixed. Sorry about that D:
     
  19. iiboharz

    aa iiboharz Meme Queen

    Messages:
    701
    Positive Ratings:
    1,029
    Well then, we imped Farm51 last night.
     
  20. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    868
    Positive Ratings:
    415
    o_O Wow, I don't think that map has ever been through playtesting before. I may check out the feedback and make a a3 now.