Feud

Discussion in 'Map Factory' started by potatocubed, Aug 6, 2009.

  1. potatocubed

    potatocubed L1: Registered

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    The thing I like least about maps like 2fort and Turbine is the way that they typically deteriorate into a grind against a single location that can be held indefinitely by one or two decent engineers. So! I designed a map with the intent of making turtling very difficult. If you find yourself blocked off one way you should always have another option to try. Aggression should get you more caps than cautious advancing.

    That said, I have no idea if the map will work as intended - that's what alpha playtests are for! :thumbup1: All feedback is welcome, but I'm specifically interested in gameplay.

    Incidentally, this is the first TF2 map I've ever made. I've tried to avoid noob mistakes, but I'll bet at least some have crept in.

    Known Issues:
    • STILL too dark. I just get bored with spamming light entities. =/
    • The outdoor pipes have some texture problems, which I suspect is an indicator that they're just too complex. I'll fix that in a later update.
     
    Last edited: Aug 23, 2009
  2. PenPen

    PenPen L5: Dapper Member

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    The outsides seem really open, will there be more covers planned on the grasslands?
     
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  3. BagOfChips

    BagOfChips L5: Dapper Member

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    Needs more cover.
     
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  4. mtv22

    mtv22 L3: Member

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    Spawn camping from your own spawn, sounds like fun!
     
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  5. martijntje

    martijntje L8: Fancy Shmancy Member

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    I personally think that you will get a lot of stalemates.
    I will test this map tomorrow.
    p.s. for clean screenshots
    r_drawviewmodels 0
    cl_Drawhud 0
     
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  6. potatocubed

    potatocubed L1: Registered

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    Huh. I can't see how you do that. Any hints?
     
  7. martijntje

    martijntje L8: Fancy Shmancy Member

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    I'm sorry, I didn't do it. Recently (since a few day) I'm having masive lag (fps, not ping), so I'm reinstalling windows (I tried installing tf2 under linux, but it didnt work for me, plus I cant use hammer's 3d view)

    could you upload the vmf, I might be able to help out.
     
  8. potatocubed

    potatocubed L1: Registered

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    I'm away from my main computer until Monday, so any further file uploading is going to have to wait until then. Thankyou for your efforts, though.
     
  9. The Political Gamer

    aa The Political Gamer

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    More of a 8v8 or 12v12. Anything bigger and the map becomes a spam sandwich.
     
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  10. martijntje

    martijntje L8: Fancy Shmancy Member

    Messages:
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    So I tested the map

    Impression:
    Looks like a very decent map. Looks balanced. Very confusing at first, the halls look too much alike. Place some signs so players know where they are going.

    What are the blocks behind the houses for?

    Did you know that scouts with FaN can jump over the river (not taking the brigde)


    Issues:
    *blu respupply isnt working
    if a red player noclips into the blu spawn, he can use the resupply locker, however the resuply on the top, doesnt open (you will get resupplied)
    *the walls are to thin
    see
    [ame="http://forums.tf2maps.net/showthread.php?t=3050"]Readme 1st: Common TF2 mapping mistakes and how to fix them - TF2Maps.net Forums[/ame]
    number 12
    * Lightning (You already know that)
    *as the round timer reaches 0:00, the round doesnt end, and the timer doesnt change anymore. (No stalemates :D)

    Is this the first map you made, or is it the first map you released?
     
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  11. potatocubed

    potatocubed L1: Registered

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    Both. I used to be quite active in the Doom and Quake mapping scenes way back when, but TF2 is a different bag of fish.

    Anyways, I think for the next alpha I'm just going to rebuild the whole thing from scratch. It'll be easier than trying to adjust the existing map.

    So... thicker walls, smaller open spaces, bigger closed spaces, more signs.

    Any suggestions on how to avoid the spam sandwich problem?
     
  12. PenPen

    PenPen L5: Dapper Member

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    From gameday, this map is way too huge, and is too open. You need to make it smaller. Currently, it's a sniper heaven out there, but aside from snipers, if you saw from the gameday, everyone went underground since the intels are there.

    Spawnrooms provide us with 3 levels of exit (iirc). I don't think you need THAT many spawn exits. 2 levels of exit should be good enough.
     
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