Focus

Discussion in 'Map Factory' started by Dain, Aug 13, 2010.

  1. Dain

    Dain L3: Member

    Messages:
    106
    Positive Ratings:
    40
    Focal

    Hello everybody. This is the first map I've ever seriously worked on, and thus the first to be released publicly. It's a small-ish King of the Hill map named Focal, with an eventual Alpine/Mountainous setting.

    The control point is elevated above a large pit with two walkways extending to it either side. Height is a key feature of this map; I deliberately tried not to make it too flat.

    It also features placeholder lighting, detail and dev textures everywhere.

    Anyway, I hope you like it, but I hope even more if you don't like it and can offer some constructive criticism. I'm sure I've made a lot of noob mapper mistakes, so let me have it!

    EDIT

    a2 is out, I fixed some stuff.

    EDIT

    a3 is out, I've made some major changes. Tell me what you think on gameday!
     
    Last edited: Aug 24, 2010
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
    2,363
    Positive Ratings:
    2,365
    I see some huge sightlines here; also, your stairs should be 12 units deep by 8 units high with a playerclip ramp over them. Fix yer sightlines and throw it up for gameday, I'd like to see how this plays.
     
    • Thanks Thanks x 1
  3. Fredrik

    Fredrik L6: Sharp Member

    Messages:
    376
    Positive Ratings:
    149
    It looks pretty open.
    I usually like an overview screenshot on new maps.
    it's easy to see how the map realy looks then.
     
  4. Harpo_53

    Harpo_53 L2: Junior Member

    Messages:
    66
    Positive Ratings:
    3
  5. gcone81

    gcone81 L1: Registered

    Messages:
    37
    Positive Ratings:
    3
    I don't mean to barge into your business, but as long the maps use different prefixes, which they do, there technically isn't a problem.

    I understand that you want one of the maps' names to be changed to prevent confusion. However, I think a difference of four days between the release of your map and camydoger's map doesn't automatically 'give' you exclusive use of the name.
     
  6. Harpo_53

    Harpo_53 L2: Junior Member

    Messages:
    66
    Positive Ratings:
    3
    but but but but-
     
  7. red_flame586

    red_flame586 L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    108
    I do agree with harpo, the same name generally means the same map, a change in prifex just means a change in map type (e.g. cp_well, arena_well, ctf_well) It will just confuse the community.

    I know it's tight but a release of a few days will further confuse the the community where if it was two years ago, the community probably would have forgotten it...

    Oh apart from the fact that it'll be official due to having trains.
     
  8. Harpo_53

    Harpo_53 L2: Junior Member

    Messages:
    66
    Positive Ratings:
    3
    Can i have ur babies?:)
     
    Last edited: Aug 13, 2010
  9. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    394
    Technically the names are fine, but a general rule I've seen widely abided by is if the map is dead or more then a few (4-6) months old, and the prefixes are different two maps can have the same name.

    All that aside, I think the map is too open right now, so cutting out extra space will be a big help in tightening up the gameplay and reducing sightlines.
     
    • Thanks Thanks x 1
  10. Dain

    Dain L3: Member

    Messages:
    106
    Positive Ratings:
    40
    Well I googled "Koth_focus" a week ago when deciding what to name it, and nothing turned up. It never occured to me that there might be a cp_focus instead :)

    May as well change it to "koth_focal" or something; the eventual design will feature a laser above the capture point.

    [​IMG]

    Like this except vertical.



    So should I just reduce the size of the central arena, or add more cover around the point?

    dammit how do I rename the thread
     
    Last edited: Aug 14, 2010
  11. Harpo_53

    Harpo_53 L2: Junior Member

    Messages:
    66
    Positive Ratings:
    3
    I'm pretty sure you need an admin to rename it for you. Just...wait, I guess.
     
  12. Grim Tuesday

    aa Grim Tuesday

    Messages:
    1,257
    Positive Ratings:
    371
    This kind of lazer?
    [​IMG]

    To rename the thread, just edit the first post.
     
  13. Dain

    Dain L3: Member

    Messages:
    106
    Positive Ratings:
    40
    I did; it's changed the map name but not the thread name.
     
  14. Dain

    Dain L3: Member

    Messages:
    106
    Positive Ratings:
    40
    a2:

    - Made the central arena circular
    - The arena now has a perfectly circular spiral ramp around it
    - Added clip brushes on stairs
    - Made stairs in the 2:3 ratio
    - Adjusted the ramps in the forward room to stop players from getting stuck
    - Added cover around the control point
    - Added cover in front of the secondary entrace to the central arena
    - Extended cliffs around the entire map
    - Moved small ammo crates in the central arena
    - Optimised the skybox; it's no longer a giant cube around the map
    - Added clip brushes here and there

    also can a mod please rename the thread to "Focal"
     
    Last edited: Aug 18, 2010
  15. Fredrik

    Fredrik L6: Sharp Member

    Messages:
    376
    Positive Ratings:
    149
    This looks alot better now than the a1, I realy like the point stucture.
    Let's see how it plays on gameday!
     
  16. red_flame586

    red_flame586 L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    108
    New update increase maps coolness level by 140%!!!! but I think you still do have some problems regarding long sightlines, especially in the fourth screenshot
     
  17. Zarokima

    Zarokima L69: Deviant Member

    Messages:
    69
    Positive Ratings:
    10
    For the most part I liked this map, but the area that was really playable was a bit restricted. The second exit from spawn needs to be made more noticeable. The lower area is currently completely pointless to gameplay, since anything happening there is inconsequential to the point. I'd suggest moving the tower down by at least 50%, and maybe make it covered instead of just an open path in order to block sightlines better.

    A window (covered with glass, not the kind you can go through) in the wall of the left exit would be nice to be able to look out on the point as you're walking up there.

    And don't clip the roof. It was easy enough to kill someone up there, it's not overpowered, I like it.
     
    • Thanks Thanks x 1
  18. Dain

    Dain L3: Member

    Messages:
    106
    Positive Ratings:
    40
    Alpha 3 is out:

    a3:

    - The control point is now housed in a cylindrical building with open windows around the top and satellite dishes on the roof (playerclipped)
    - The control point itself has been lowered; now the walkways leading up to it are horizontal.
    - The spawn has been completely redesigned to make the lower exit more prominent. The spawn itself is much bigger and has an additional exit.
    - The garage next to the spawn has been extended to provide cover from snipers for players leaving the spawn.
    - Added a window on the sniper balcony (cannot be shot through)
    - Removed small ammopacks in the lower level, there is now a medium ammopack in the corner of the sniper balcony.
    - The roof still isn't playerclipped, but it has been nerfed. Players on the roof are limited to shooting through the windows if they want to attack players on the control point, and they are vulnerable to sniper fire.

    I'm submitting this to the EU Gameday for tomorrow, please give feedback.
     
  19. Dain

    Dain L3: Member

    Messages:
    106
    Positive Ratings:
    40
    Gameday bump
     
  20. Ninjilla

    Ninjilla L7: Fancy Member

    Messages:
    445
    Positive Ratings:
    55
    I have two suggestions, as a man who likes to get about as a scout (yeah, that rhymes)

    Put some boxes here, something so a scout can double jump here and be a general nuisance

    [​IMG]

    Multi purpose pic: One, I would say dont clip the sides, let people run on them to flank. If no, then Two, make the distance for a double jump easier, because I couldnt reliably double jump+ crouch onto that platform.

    [​IMG]

    The windows to the point, I'd say make them bigger so people could stand in them or go through them. Good for Soldiers, Scouts, and Demos.
     
    • Thanks Thanks x 1