Dryer

Discussion in 'Map Factory' started by Earl, Jul 13, 2009.

  1. Earl

    Earl L6: Sharp Member

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    CP_Dryer is an asymmetrical push map with an Agro-Industrial theme. I have tried to make it as balanced as possible, despite both sides being distinct.

    Parts of Dryer are based on a place from real life -- a rice dryer, which is where Dryer gets its name.

    After a bunch of work, the map is finally at release candidate stage!



    Any and all feedback is welcome!


    [​IMG]


    Old screenshots from Beta4:

    http://imgur.com/hMCph.jpg
    http://imgur.com/doPJk.jpg
    http://imgur.com/C6y3b.jpg
    http://imgur.com/4BLJ2.jpg
    http://imgur.com/wtCSj.jpg
    http://imgur.com/ZQe5z.jpg
    http://imgur.com/SmiNx.jpg
    http://imgur.com/Wh1T4.jpg
    http://imgur.com/ItqI5.jpg
    http://imgur.com/N37DL.jpg
     
    Last edited: Dec 6, 2009
  2. Void

    aa Void Local Man Unable To Map, Sources Say

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    Really nice looking as of now, yet still quite a bit of repetitive textures.
     
  3. Rasputin

    Rasputin L3: Member

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    I agree with Void. Many textures, especially the concrete in the center point seem to repeat and looks worse because of it.

    Anyway, I played this map a couple of times before and enjoyed it. Can't wait to try this one out.
     
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  4. Seba

    aa Seba DR. BIG FUCKER, PHD

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    But RED makes bread! Do you want the time-space continuum to rip!

    Seriously, looks fun. 5-CP is the way to go.
     
  5. Zanpa

    Zanpa L4: Comfortable Member

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    Okay, just reading this I want to play it.

    It looks quite little from the screens ; not really a map for 32 players ^^

    I hope you will manage to balance it well !
     
  6. Earl

    Earl L6: Sharp Member

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    Repetative textures seems to be an inherent problem with this map, due ot the large open spaces and straight lines. How would you propose I fix this? There's only so much decals, details, and doodads can do. I'm really open to any ideas.

    You're forgetting about Blue Corn Co. This is just a subsidiary :p.

    It's actually quite large, lots of space. I think it would work on a 32 man, but it also plays well in the 8v8 range from my experience.
     
  7. Earl

    Earl L6: Sharp Member

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    We're going to be playing this map tonight on the Renegade Heroes server:

    8.6.15.83:27015

    In fact it's the current map right now.
     
  8. Rasputin

    Rasputin L3: Member

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    Take a look at the second picture. You see the concrete going around the top. It looks weird and it's easy to notice the repeating texture. You could try placing something over the inside as well as adding maybe some overlays and barrels inside the surrounding walls. You could place some barrels or crates in it or perhaps fiddle around with the textures. The open ground around Blu's second point could use some dividing aesthetically. You need to make everything not feels so stark and bleached as it gives off that feeling in a very odd fashion.

    Hopefully I haven't sounded too ridiculous.
     
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    Last edited: Jul 13, 2009
  9. Earl

    Earl L6: Sharp Member

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    No, I totally understand. It's just that I've stared at this map for so long as I was making it that its hard to be objective and see its problems. I really need the 3rd party feedback.
     
  10. captainAngry

    captainAngry L7: Fancy Member

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    I really liked this map. It played really well in my opinion and I didn't notice anything that was wrong with it gameplay wise/

    [​IMG] [​IMG]
     
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  11. Earl

    Earl L6: Sharp Member

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    Bump for RC release!
     
  12. Ravidge

    aa Ravidge Grand Vizier

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    This map has been in development for a damn long time as far as I know! I think I remember seeing it when I first came to tf2m... maybe I am mistaken, but..

    Looks cool, Congrats on reaching RC.
     
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  13. Earl

    Earl L6: Sharp Member

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    No, you are not mistaken, I started working on this almost 2 years ago. I had my ennui sapped by a full-time job for a year, so progress was non-existent.
     
  14. Earl

    Earl L6: Sharp Member

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    After watching the demo, here are some consolidated comments:

    - Slightly messed up doors (I'm aware of this)

    - Needs more detail (I really tried on this one -- countless hours putting detail everywhere... )

    - Boring skybox (I did spruce it up, and also tried to make the rest of the level more interesting to distract you from it. Plus the inspiration for this map comes from flat boring farmland so... )

    - Access to roofs is a bit much (I disagree)

    - Since it's asymmetrical, teams should switch after someone wins. (Great idea!)

    - Not ready for RC yet (I wish whoever said that could elaborate...)


    Other than that, the game seemed to go smoothly. It seems BLU has a slight advantage, but if RED can capture BLU's 2, they win almost automatically. I might make BLU's 1 or 2 capture more slowly. RED's 1 is definitely defensible, not sure about BLU's 1....