FogBow

Discussion in 'Map Factory' started by TerabyteST, Jan 17, 2010.

  1. TerabyteST

    TerabyteST L4: Comfortable Member

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    CTF FogBow is a snowy hydro/gorge style map, using the normal CTF gamemode.

    It took me a lot to layout and I had to re-do it a few times. The two big slide doors at middle will open when the enemy intel is captured, to ease defense/attack.
    Sightlines are long at some points, but it shouldn't be a problem.

    I posted this to hear about your feedback. It will be much appreciated. Thank you in advance.
     
    Last edited: May 12, 2010
  2. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    Err, description is stoopid, stoopid, stoopid.

    (Why did you copy cloudbursts?)
     
  3. TerabyteST

    TerabyteST L4: Comfortable Member

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    sorry, little accident. fixed now
     
  4. nik

    nik L12: Fabulous Member

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    your skybox in the first screenshot makes me scared
     
  5. TerabyteST

    TerabyteST L4: Comfortable Member

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    Why?
     
  6. nik

    nik L12: Fabulous Member

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    the sky is bending and like stretching and im scared
     
  7. TerabyteST

    TerabyteST L4: Comfortable Member

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    don't all maps do that? its just the skybox
     
  8. absurdistof

    aa absurdistof

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    It happens to me too, but you'll want to cover that up with the 3D skybox. The layout looks solid, but if the bridge is it for the middle, it could be a bit small.
     
  9. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    Numero one of Bermuda Cake's crazy tf2 maps series!

    [ame="http://www.youtube.com/watch?v=vnQqC7LHV6w"]YouTube- ctf_fogbow_a3: By Tera[/ame]
     
  10. TerabyteST

    TerabyteST L4: Comfortable Member

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    Ah nice! :D
     
  11. TerabyteST

    TerabyteST L4: Comfortable Member

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    Alpha 4 is out!
     
  12. TerabyteST

    TerabyteST L4: Comfortable Member

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    A5 Out
     
  13. PenPen

    PenPen L5: Dapper Member

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    Quickie feedback from gameday:

    - Huge sightlines in the middle. The main exit to the middle area has a big door, which is one way, and most people don't like one-way doors.

    - Moar signs. We only see signs that say "Exit" or "Battlements" and there's no real indication of where the intel really is at the start. The respawn room could've used a sign to indicate as well.

    - I like the fact that the intel is rather open however. Don't think we can find a real engie spot to turtle from so far. I think the base, aside from the signage issues, is pretty decent.
     
  14. honeymustard

    honeymustard L9: Fashionable Member

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    I liked how exposed the intelligence is, definitely was a welcome change from the official CTF maps. What I would suggest is making the intel a bit more obvious - perhaps some lighting or better sign-age. It took me a long time to find it initially. Also, on my search for the intel at the start, I found myself wandering around the other teams spawn area quite frequently, which felt like I shouldn't have been in (I saw an AFK guy and actually thought I had gotten into the spawn itself).

    edit: http://forums.tf2maps.net/geek/gars/images/5/4/5/4/fogbow1.jpg this screenshot shows my main problem. I was walking along the bridge, didn't notice the intel to my right, and saw the intel sign above the bridge, so I assumed the intel was further back than it actually was.

    edit: also 45 degree stairs are not good.
     
    Last edited: Feb 14, 2010
  15. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Sorry for the delay.
    No areaportals at all, nor fade distances that I could notice.

    The intel is basically sitting on a pile of junk, which is odd stylistically. The overall visual design isn't too bad, though it does have it's flaws.
    [06] 3D sky misalignment.
    [07] The fog is too dense and the wrong color for the sky. However, since the sky has a lot of different color in the mountains you can't make the fog match it, so it really just needs to be thinner.
    [08] The tree pops in and out, as well as sticking through the hallway it is near. Not sure how this was missed. Also your red lights are way too bright.
    [09] Wrong color sign.

    I think the map suffers from too many haphazard adjustments from previous layouts forcing it to be different from what it is built to be.