Fog

Discussion in 'Map Factory' started by Hastur, Jul 30, 2010.

  1. Hastur

    Hastur L1: Registered

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    I humbly present ctf_fog. As the title and some of the screenshots indicate, this map is really foggy.

    The fog serves as a gameplay-altering constant: Engineer buildings are far more lethal in the fog, however, the Wrangler is far less usable. Huntsman-welding Snipers are not "credit 2 team" any more, as the LOS-limiting fog prevents even the Huntsman's massive hitbox form being effective.

    FEATURES:

    Some fog.
    Two spawns for each team.
    Glow "orb" attached to both team flags.
     
    Last edited: Oct 9, 2010
  2. Lancey

    aa Lancey Currently On: ?????

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    Just an FYI, you can take screenshots by pressing F5 or by binding something else to "jpeg".
     
  3. Hastur

    Hastur L1: Registered

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    That's what I was doing.

    Does anybody know if point_devshot_camera actually works? I wasn't getting any output from this map, and I've got both the cameras and the command-line option inserted.
     
  4. Crash

    aa Crash func_nerd

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    The complaint about huntsman hitboxes is from shooting up close. You are however eliminating the regular sniper completely.
     
  5. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Please follow this thread for taking screenshots of your map. Seeing viewmodels and the HUD ruins about 50% of the visual attractiveness of a map.

    I can't see anyone, apart from Engineers, truly liking this map. The fog will get annoying, Snipers will be useless, and BAM you just ran into a Heavy. But I don't think this is a serious map.


    ...is it?
     
    • Thanks Thanks x 1
  6. Erich

    Erich L1: Registered

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    Seems like it can turn out to be more like ctf_hiddensentries, from the looks of it.
     
  7. Hastur

    Hastur L1: Registered

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    Does this mean I should cut the fog out?

    Is the map layout the problem?

    I'd like to improve the map, but I really can't without other people reviewing it and making suggestions.

    Thanks for the screenshot help, btw.
     
  8. Darunian

    Darunian L1: Registered

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    I will admit your map has an interesting concept, but from a game design perspective; I'm not sure it will work. Sure snipers will have the difficulty added from trying to snipe what they can't see, but I think it actually works against Team Fortress's design. One of the primary design goals of the game was to not have a "hidden" threat persay. Every threat should be identifiable and distinguishable. This is the reason why team colors are easy to see and class silhouettes are so pronounced. By adding in copious amounts of fog, you hide these normally identifiable threats.

    The core problem with this map is the fact that dangers will be hidden. Being killed by a force a player could not see and therefore anticipate, will be ultimately frustrating and infuriating to the player. In addition, the lack of visibility will offset many of the class balances. Heavies will move freely knowing that their heads won't be sniped, and spies will find it all too easy to hide. As much as I support unique concepts like dense fog, I believe that in this scenario it will be more detrimental and frustrating to players, than the positives can make up for.
     
    Last edited: Jul 31, 2010
  9. Hastur

    Hastur L1: Registered

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    Righto then.

    A revised, less foggy, version is in progress. Does anyone else have any complaints/criticisms/ideas about what else I should do for this map?