Erosion

Discussion in 'Map Factory' started by ikem, Mar 16, 2009.

  1. ikem

    ikem L6: Sharp Member

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    Started new, and alot of changes, hope u like them.

    Map is playable but not fully optimized or clipped. Not detailed either. Just want a few plays on this layout.

    Thanks
     
    Last edited: May 9, 2010
  2. FLOOR_MASTER

    FLOOR_MASTER L3: Member

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    I really like the vertical emphasis in this map. We've played several rounds on 2f2f, and I would love to be able to add this to our rotation, but everyone agrees that it's far too difficult to move around the map. Stepping back to the core gameplay issues, IMO the capture times on the final points are far too long considering the effort it takes to reach the points with a competent defense, and the structural advantages defense has in the layout of the final points (simply put, a long and narrow corridor that gives defense plenty of opportunity to stop any pushes). The capture times on the final points would work better mirroring Badlands' final CP times. It would help to push the point further away from defense's spawn.

    Secondly, this ledge tends to give an unfair advantage to whoever's camped up on it, and I'd recommend cutting it off as indicated:

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    Back to the movement issue - there are a *lot* of spots in the map that unexpectedly stop you from moving around smoothly. IMO you should always be able to backtrack (or even move forward) by hugging a wall, with the geometry or clipping accommodating a natural path through the map. This principle breaks down all over the map. Fixing this will require several passes, but here are just a few problem areas from a quick walk through the map:

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  3. ikem

    ikem L6: Sharp Member

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    i was wondering when u would be posting... thank u but i will fix these and release it, also... the vmf isnt opening... some cant load model and it crashes hammer... so i am stuck right now
     
  4. MangyCarface

    aa MangyCarface Mapper

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    Decompile your last version then, or revert?
     
  5. Forthex

    Forthex L2: Junior Member

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    Does hammer tell you which model number causes it to crash? Then you could just open the vmf in notepad and delete the appropriate section. Hammer has a log file too, no?

    I really, really like the vertical game play and the graphical layout; it really reminds me of some part in Rayman 2.
     
  6. captainAngry

    captainAngry L7: Fancy Member

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  7. mhmm

    mhmm L1: Registered

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    You have any luck?
     
  8. ikem

    ikem L6: Sharp Member

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    well rc2 is compiling finally
     
  9. GrimGriz

    GrimGriz L10: Glamorous Member

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  10. ikem

    ikem L6: Sharp Member

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    rc2 release YAY
     
  11. eerieone

    aa eerieone

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    played it for the first time, and i liked it quite a lot

    there are some minor clipping issues that make it a little complicated to move as you´d like to, work on that

    i know it´s some work, but could you make the displacements smoother, atm they sometimes hinder movement and look odd
     
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  12. Ravidge

    aa Ravidge Grand Vizier

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    played it for the first time too, and all I can say is: It looks really nice but gameplay suffers because of all the jumping required to get around.

    It feels unnatural to be forced to jump across the map (as a non scout class) and it makes it very hard to backpedal without falling into some hole or getting stuck on a displacement ramp. Trying to balance on small and narrow pathways makes for a quite boring and predictable gameplay (first to fall down loses). There is no room to get away or flank.

    It's obviously a scout, soldier and demoman map. But It feels like a chore to just go from a to b when you can't fly!
     
  13. rahmie

    rahmie L1: Registered

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    We tested rc2, and found a problem. When red captured CP4, the door of their 2nd forward respawn room does not open. Blue's one worked well. Only red have this problem.
     
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  14. luxatile

    aa luxatile deer

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    I had lots of fun on this map, but there were very many things to complain about. It's not really worthy of being called a release candidate yet, so beware of tons of nitpicking (and serious issues):

    First: Clipping, man! CLIPPING! :(
    It's very important that you improve it for the next release - after all, it's rc! Just look at what FLOOR_MASTER said; lots of those errors were still there.

    Pretty much all your spawn doors are messed up. Check them and compare their inputs to those of Valve's maps. It was hard to get out of spawn when multiple people were ganging up to get out.

    I really like the theme. The map looks beatiful - well done on that. However, a very bad thing is that the theme is so neutral. It's not all your fault - put in a lot of rocks and dirt, and it's hard to emphasise team colours. Still, you have to improve a few things, because I ran back to our own first spawn from the middle. Twice. For example, try to avoid making this sign switch skins when the cap is taken:
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    See? This is RED's territory, but the big B just screams BLU, regardless of the RED-themed skybox and wood.

    The map is also very open. In many cases it's ok, but look at this...
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    Longest potentional Sniper line I've ever seen.

    I think the lighting is a bit off compared to the sky. It's a dark sky, but I see lots of sunlight on the ground. And why is your fog green?
     
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  15. Icarus

    aa Icarus

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    Any chance of seeing Final soon?

    We're waiting for it before we review it.
     
  16. GrimGriz

    GrimGriz L10: Glamorous Member

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    Is there any chance you can fix the spawn doors for the people that would otherwise like to play this abandoned project?
     
  17. ikem

    ikem L6: Sharp Member

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    im back from the dead (if u guys even remember me..) well been tinkering with erosion a bit, and i have started, almost, new

    i know im WAY behind everyone in the mapping designing but.. i can still map lol

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  18. The Political Gamer

    aa The Political Gamer

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    o_O Great to know this map is not dead!
     
  19. Sel

    Sel Banned

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    whoa, haven't played this for almost a year lol
     
  20. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    I love this map!!! If you were to actually do this awesome theme justice and redesign the map from scratch with what you know now in mind, IT. WILL. BE. AWESOME!

    Things that have always bothered me though
    -Clipping, as has been mentioned, is just awful; be VERY careful with this now
    -The area between 2 and 3 has always been so amorphous and... open; try to define this area with a structure of some sort
    -The scale, while epic, has always been humongous, and vertically this map is too much for most classes

    I can't wait to see what you can do Ikem, I've always wondered when you'd be back!