Leminnes
aa
- Jan 20, 2010
- 1,317
- 903
Yea, the white spawn tiles really contrast against the medi-evil-ish stone/concrete + wood walls. For the sake of definition you should keep either strictly to the typical wash-room theme spawn room (most CTF) or not at all (arena maps/some AD).
http://forums.tf2maps.net/geek/gars/images/6/8/4/ctf_estate_b10000.jpg
http://forums.tf2maps.net/geek/gars/images/6/8/4/ctf_estate_b10002.jpg
These also kinda bother me. The roof over the entrances, this isn't how load bearing supports work. The weight of the building is being applied to the side, when it should be forced down. Wood is light and absorbs sheering forces a lot better, metal structures are similar, but brick and stone buildings don't handle their own weight very well.
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You could use the left example for BLU and right for RED to abide by the roof style concepts between the two teams. Or just one of the options for both, or utilise another material that is lighter and handles sheering forces better that would be less jarring to players. Or rework that structure so it's simpler in design, which may make it easier to apply models and decals to break monotony on the wall.
and the delicious result. ty icky![]()
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Weird issue in the fountain.
It's definitely a interesting idea for a map, at least. Definitely would love to see it played with some people who are willing to give it a shot, and not the usual pugger "omg too much thought required I'm just going to complain instead."
I'll address this further down-There are two things I think need changing: the skybox/skybox lighting make the entire thing look completely drab and lifeless in certain areas, it really doesn't do it any favours visually; and I feel like there's too much brick, which quite a few people said when I played.
For a start, I strongly believe that the lighting in this map is very counter-intuitive. When I'm running around this map my eyes are lead in every direction and never towards exits/entrances, ie, the most important things any player should be keeping track off. Here are some examples...
In this image, my eyes are being drawn by 3 lamps, a spotlight on the right and a lantern under the stairs. Why? Shouldn't my attention be drawn to the most important part which is the doorways at the back?
If you were to mute/remove these silly lanterns and have a strong light striking the back wall those entrances will become immediately apparent and player's will know where they should go and where enemies will potentially come from.
Revising most of the lighting including environmental re: your earlier comments. This'll probably be addressed as a resultWouldn't it better if these spotlights were maybe moved to the doorway at the top of the hill? Either way, the doorway should be the primary focus.
Absolutely disagree. Lamposts are placed in the middle of spaces, realistically. This prop was put here not only to light the area but also to allow scouts to boost over the wall into the next courtyard, which I personally use often.WHY IS THIS HERE?!?!! It's annoying as hell. My movement shouldn't be affect by dumb prop placement.
It's counter-intuitive because you're thinking of it backwards. These are not entrances into the tunnels, they're opportunities for attackers to destroy sentry nests. Ones I've seen players use effectively. Remove them and the last point really WILL be impossible to capture.What is the purpose of this room? It seems very counter-intuitive. If I'm going down the tunnel I expect it to lead somewhere, not so that it makes me turn back on myself. I can understand that you want player's to be able to backtrack if they use the drop-down but that's the risk they take. You use the drop-down to gain a sneaky advantange and if you're spotted, sucks to be you.
A very interesting suggestion. I will try to relook at that area in general and see if some consolidation can't be done. However, in general I tend towards complexity over simplicity for the sake of giving players more options (the reason I love upwards and hate badwater) Great feedback either wayThis area annoys me for some reason, probably because it has a room which I believe is unneccessary. I think it would be better if you removed the door at the back and move the entrance to upper mid into the left path. Also, try and visually open that area up so I can get a better of view of where I'm going. There is nothing more annoying then tight, blind turns.
While I had intended to address this at some point, this is a very good summary of the issue. I myself still find myself looking for clues as to which side I'm on again. Now that all the bugs have been ironed out, I will be taking a good deal of time out to rehaul BLU into its own theme.Also, there is very little distinction between RED and BLU's side without having to actually look for signs and the odd wall texture. The difference should be immediately apparent at a sub-concious level. I shouldn't have to think where I am. I should just *know*.
Again, I prefer this to the straightforwardness of yukon; you unfortunately up the entrance reqs to learning the map, sacrificing that to add player options and increase ingame creativity. I've already seen very clever things done. The rest of the complexity is for optimization's sake.The layout is strange, not because of the game mode, but because of the amount of entrances/exits, 45 degree turns, multiple tunnels, crazy amounts of interconnects and tight spaces
Pub players aren't idiots, and I think it's one of the flaws of this forum to confuse their ignorance with stupidity. That's beside the point though, I value tf2m feedback greatly and love most of the people here, and while I've been powering through bugfixes it may seem like I've steamrolled over some other feedback, I'll be addressing what I can. Even saying that though, tf2m is not my only source of feedback, and when tests in full 32p settings have gone so much more smoothly and feedback been very positive I try to weigh all input evenly while iterating. It's even more frustrating to hear everyone ooh and awe at the visuals when all I hear from tf2m is that it's drab and ugly. But I'm sure we all know the feeling of having differing feedback to reconcile.This isn't a question of making players think and shunning pub players who are idiots. This isn't a question of taking time to learn the map. This is multiple smart people telling you your map is too complex and confusing even after they understand it, Mangy, and I think you should step back and think about it more seriously because it seems like in tests you could frankly give a fuck what half of us think.
It's even more frustrating to hear everyone ooh and awe at the visuals when all I hear from tf2m is that it's drab and ugly. But I'm sure we all know the feeling of having differing feedback to reconcile.