CP Flashpoint

Discussion in 'Map Factory' started by TempVariable, Nov 22, 2010.

  1. TempVariable

    TempVariable L1: Registered

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    Flashpoint is a 5CP map (like Well, Badlands, etc.) in a dessert/industrial setting. The backstory behind it is that RED and BLU are fighting to take control over each others nuclear waste processing facility, respectively called DIRE and GRIM. Of course, they're not actually nuclear waste processing facilities. They're just covers for nuclear weapons depots.

    My first map. I've been working on this for about a year now while learning the ins and outs of Hammer. Unfortunately, I didn't follow the typical development process, as I was more interested in learning the technicalities of Hammer and what is needed to build a TF2 map (and reading through tutorials on TF2maps.net). That being said, this is probably more akin to a beta than an alpha, but I'm still looking to change parts of the layout (add/remove routes, add/remove props).

    Any feedback and comments are greatly appreciated.

    Thanks
     
    Last edited: Jan 13, 2011
  2. Buranek

    Buranek L1: Registered

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    Good map. Add some more sunny lighting.
     
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Looks very nice, but I'm not sure how it'll play. I see some overly long sightlines that may pose to be a problem. Also, use the Hydro barriers instead of your brushmade ones; they'll look much better.
     
  4. Prestige

    aa Prestige im not gay anymore

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    I don't like how red's point has a roof, and blue's doesnt. The roof would limit rocket jumping on red's side and had different lighting. Also, for someone who hates that brick texture on red's side, it actually looks pretty good.
     
  5. red_flame586

    red_flame586 L7: Fancy Member

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    This looks great, especially for your first map. A couple of long sightlines, especially coming off the second point where they go esentially the width of the map, but anyway it looks really good. Get this into a gameday so we can play it.

    Also, I know that the first few maps are often not the case, but it is often a lot better to block the layout using dev textures first so you know what works instead of putting all this work into it, then find out it needs to be changed. Otherwise, this looks great, much better than my first map, It looks like you've taken what you've learnt and put it all in a map, which people never do enough, well done.
     
  6. Dark

    Dark L4: Comfortable Member

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    Most of the areas around the points seem very flat and it looks like you tried to use props to block long sight lines instead of making a layout change. That being said this is looking to be a great first map, and you really show some promise. Keep up the good work.
     
  7. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

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    The map looks great! You sure are a talneted man if that what you can do on a first go.
    But, as I noticed the capture areas of the control points looks really small. If you'll look on Valve maps, for example, you'll see that the cap area is atleast 384 units. Maybe it'll work but only one person capturing an area?
    Oh, a lot of people will tell you about "long sighlines" don't get to fussed over about it unless you don't have secondary routes, which you have. But don't forget to always provide cover in those long sighlines areas - you don't want snipers dominating the area... Good cover, for example, can be crates, a little room sticking out of a building, wood piles, etc'
    And just a last thing to consider:
    A map should have stratigic benefits for every class! If not, people who like a specific class won't play that map. Rocket-jumping, good sentry spots (make sure they can still be destroyed), sneaky spy paths... And don't forget medkits and ammo packs.

    Well done!
    Hope to see this map in gameday soon
     
  8. honorum646

    honorum646 L6: Sharp Member

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    I'm not entirely sure, but is the first screenshot the Red's resupply room? If it's not, I'd advise against using the resupply cabinets outside the resupply room and if it is, I'd advise against using so many prop_statics in the resupply room.
     
  9. absurdistof

    aa absurdistof

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    Two major things to say about this judging from the screenshots.

    I think the map looks nice, and I commend you for putting a lot of effort into it, but honestly I suggest that you start a new map to run through the development process and keep this one as a memory.

    The sightlines look a bit crippling in some places, and there are a few areas (outdoors as well as indoors) that are a bit overscaled by the looks of it, and with the level of detail you have that could spell many hours of resizing. The biggest problem I see with sightlines are that they all allow snipers to survive while standing there. What I mean by this is that some sightlines are acceptable (take stage 1 payload for example, or stage 2 or stage 3) because the sniper is very vulnerable while sniping there, which isn't the case down some of these hallways.

    Anyways, stand up job on the dedication front, but unless you're willing to spend a lot of time unworking parts of your detail, I think a new map would be best.
     
  10. absurdistof

    aa absurdistof

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    -snip- double post how embarrasing D:
     
  11. TempVariable

    TempVariable L1: Registered

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    If there's anyone interested in testing this map, I'm holding a session tomorrow night 9PM EST (Wednesday, Dec.1) at 96.225.242.74:27018. Aiming for it to last 20 - 30 minutes. Will be giving out gifts if enough people show up to get some good games going. :)

    (Also looking to sign this up for the next US gameday event)
     
  12. red_flame586

    red_flame586 L7: Fancy Member

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    On the game day today it was really, really confusing. You had quite a few unnecessary paths, it was hard to find the way around and somehow I kept going the wrong way and ending up at my first spawn not their final point. The map is needlessly complicated and could do with some serious opening up. Scouts are really op on this as they can jump out, take a few close quarter shots then go back and hide again, people left a whole heap of useful comments in the feedback plugin so make sure you take a look at that.

    Apart from confusing layouts, overly tight combat and stuff like that, It was a pretty good map, it looked amazing, but with the complexity of it, it might be a bit hard to try and fix.
     
  13. TempVariable

    TempVariable L1: Registered

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    I went back to the drawing board with this map. From all the feedback I got, the biggest problems seemed to be the confusing layout and general cramped feeling. I started from scratch, taking some parts (i.e. very little) of the old map.

    The OP is updated with new screenshots and download link.

    My biggest concern right now is that its too spacious and too big. Using the fastest route to the middle point from spawn as a heavy took 45 seconds (it took me ~40 seconds in Granary).

    Looking to get this into the next Gameday.