corpsgrinder360
L1: Registered
- Jan 30, 2016
- 29
- 6
so, will you be redesigning the map with ctf in mind? because that map is asymmetrical... and ctf is usually symmetrical if you want it to be balanced...
I have so many problems with that map... its an utter madhouse for valve, and they seriously need to focus some small update just on it...aaaaand a good example of an unbalanced asymmetric map would be koth_sawmill... and ctf_sawmill to a lesser extent.
Just to name a few issues:
- RED snipers can snipe the BLU spawnroom exits from the fence near mid. A building blocks the same sightline from mid to RED spawnroom exits.
- The RED lake area is completely wide open, while the BLU lake area has a cave you can hide in.
- At mid, the RED-side log pile is not up against the wall, meaning you hide behind it.
and that's just 3 things I can think of at the top of my head. The first is a serious balance issue, the others less so. Worse yet, all of them are in RED's favor (the BLU lake tunnel is primarily used by flanking RED players).
yes, it probably wont be in a single update, but we can dream man... I can dream...Nobody would make an update just for a single map, espically the one nobody really cares about. Rather as a part of a bigger update. Have you seen valve's email replies all the fixes and stuff requested is usually said to be shipped with next update.
i said, it is concept, right now i am trying to figure out how the map will look and feel and working with player psychology, it's still just "sea_y" not even a nameThe shots seem to be showing off how you've progressed with detail, not layout.
i don't have a problem, i simply made a layout to soon and paraded it as the final product, the reason the map is all detailed is because i need to know if it will even work, if a player can be convinced that they are underwater, that they are in a city, i'm also working with psychology stuff like bubbles, leaks, green and blue light, light coloration for certain areus to provoke a need to go quickly or to be aware, and all sorts of stuff!The fact that it's just a concept doesn't cover that you're posting detail stuff in solely layout thread as if it's relevant.
Sorry if I seem rude, and I probably do, but this kind of confuses me. So, instead of continuing working on the problem you had, you started developing the solution of another? It might just be me, might be me not knowing the whole situation, but right now I feel it's a bit wrong. And it's somewhat minor as I think of it?
Now regarding the screenshots. This is dark. Remember Tum said "must be as bright as outside daytime"? That is true. As of player psychology, in my opinion all you need of that in a game as dynamic as TF2 is to let player know (and believe) where they are and what's going on. Any more will distract from the fast paced gameplay.
well then, I cant wait until the experiment is over, and we can play a final version... (even A1 would be awesome) as I really like this map concept... its really cool and original...this map is more of an experiment that a game.