Falcon

Discussion in 'Map Factory' started by Engineer, Feb 7, 2010.

  1. Engineer

    aa Engineer

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    [​IMG]
    Hello everybody, this is my contest submission. It took me some time to finish it because i was very busy with school.
    It has been a year since i joined this wonderful community. And finally i am ready to release my first map, ctf_falcon. (My first ones actually were really terrible and go scrapped.)
    I hope that the map works out ok. I am not really sure, but i think that its a tad too small. Please tell me what you think. ;)

    This is a fast paced map. Recommended player count: 8-24.

    What i am trying to do here:


    • Make the layout as perfect as it can be.
    • Listen to community for any suggestions.
    • Trying to improve my mapping quality.
    I will add all necessary overlays in next version. I skipped them in a1.

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    Last edited: Feb 8, 2010
  2. Lancey

    aa Lancey Currently On: ?????

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    Looks awesome.
     
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  3. cadeonehalf

    cadeonehalf L1: Registered

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    Here's some (hopefully) helpful feedback!
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    Looks like you forgot to Pakrat some models/textures into the file. These are all over the place.
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    You also have a displacement poking through here.

    As far as map structure, I feel like there are too many closed doors. The main route to the intel is a hallway with an animated door on either side- it feels redundant. Same thing with the entire second floor of the base- the only entrance to the intelligence courtyard without an animated door is right past the respawn. I feel that it limits flow and is distracting. I also noticed this when exiting the spawn:
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    Useless sign is useless. I ran past that spot three or four times easily without ever noticing it. A better spot would be right on that wall opposite the respawn- one directional sign pointing to the intelligence, another to the battlements. It lowers player confusion a lot.

    Overall, the center area is very fun to play on, and I like the structure of each base, it feels like defending a castle without it being impossible to enter. Can't wait to see what you do with the next alpha!
     
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  4. Engineer

    aa Engineer

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    Thanks for the feedback ;)
    I really forgot to pakrat those models, and yeah, some areas should get reworked. I will release a fix when i get home.
     
  5. Engineer

    aa Engineer

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    ctf_falcon_a1fix released!


    Changelog:

    • Fixed some displacements
    • Added new signs outside the spawn
    • Pakratted all models and textures
    • Opened up one of the doors to the intel
    • Fixed a small bug with entities
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    Last edited: Feb 8, 2010
  6. Engineer

    aa Engineer

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    damn it... i still managed to miss some textures :cursing:

    ctf_falcon_a1fix2 released!

    • Added missing textures
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    Last edited: Feb 8, 2010