Glug

Discussion in 'Map Factory' started by Leminnes, Feb 12, 2010.

  1. Leminnes

    aa Leminnes

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    [​IMG]

    About the Map
    A7 Edit: I realized with this new version I basically need to rewrite this.

    Currently, the outside is quite compact (some might say too much so, but this is intended for competitive play and that is one of the requirements.) The blue side is gorge/hydro theme, the red side is sawmill themed. The theme of the map in general is that Red and Blue have discovered water that when touched causes anyone to flee in terror. (The skybox will have a rather large lake in it with pipes going from the lake to the blue and red base respectively.) So basically the theme is water collection and toxic hazards, so water tanks and toxic barrels will be common.

    I've pretty much come to the conclusion that this layout will be mostly final. This is for the TF2maps contest and I need it done soon, so I'll likely go into beta after this layout is tested once (whether good reactions or otherwise.) I understand this is the SWATY method, but I want to get SOMETHING into the contest, and I am relatively happy with this layout so I don't believe I'm turning in utter crap. We'll see though. :p

    I'll change what I can before the contest.

    As with TPG and Ravidge:

    To-Do

    Detailing.

    Screens - Updated every update.

    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70000.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70001.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70002.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70003.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70004.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70005.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70006.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70007.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70008.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70009.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70010.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70011.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70012.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70013.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70014.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70015.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70016.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70017.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70018.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70019.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70020.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70021.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70022.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70023.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70024.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70025.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70026.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70027.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70028.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70029.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70030.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70031.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70032.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70033.jpg
    http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70034.jpg
     
    Last edited: Apr 27, 2010
  2. Snacks

    Snacks TODO: Clever title

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    a1:

    Drop down from spawn does not have a visualizer and you can jump into the enemy spawn
    Drop down will be spammed from below
    Main spawn room door has visualizer but the door is not filtered
     
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    Last edited: Feb 12, 2010
  3. Leminnes

    aa Leminnes

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    Ah, thanks, I had totally forgotten about that. I'll add it and also add a door so it can't be spammed from below.

    As for the door not being filtered, I am not sure what that means. :O
     
  4. honorum646

    honorum646 L6: Sharp Member

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    You need to set a team to the trigger through a filter_team.
     
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  5. Leminnes

    aa Leminnes

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    Ah, got it, so only the home team can open their spawn door. Thanks.
     
  6. honorum646

    honorum646 L6: Sharp Member

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    [​IMG]
    Brush clips through wall. Same on red side.

    [​IMG]
    Wall doesn't go all the way down. Only blu side.

    [​IMG]
    This just looks funny.

    [​IMG]
    Misaligned textures.

    [​IMG]
    Right behind this door...
    [​IMG]
    Is a wall. Right in your face.

    [​IMG]
    [​IMG]
    Weird brushwork here.

    [​IMG]
    This sign is WAY too low.

    [​IMG]
    You can't get to this health pack.

    [​IMG]
    PLAYERCLIP ON STAIRS PLOX! Both sides.

    [​IMG]
    Use a smaller door. Both sides.

    [​IMG]
    Add playerclip ramps so you can get out of the water.
     
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  7. Leminnes

    aa Leminnes

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    ctf_glug_a2 released:

    Made water easier to exit
    Made every door smaller
    Fixed some lightmaps
    Fixed every problem honorum646 and Snacks mentioned.
    Removed some walls going from the first floor intel hallway to the river.
    Removed the dropdown hole in the second floor walkway
    Added a door to the hole in the respawn room.
    Other random stuff.

    Should be less annoying to play now. :p Screenshots should be updated in a bit.
     
  8. Ravidge

    aa Ravidge Grand Vizier

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    /posting back after your feedback on my map/

    [1]: This room is not very good. To start with all but one class has to use the pallet pile to the right to grab the intel. A scout can jump out of the water pit but no one else can, which makes it a pain when you fall into it when leaving spawn via the floor exit. It's also too small to support any kind of fight.

    [2]: Just looks messy in my opinion. Kinda lke my first map where I tried to squeeze in all my ideas into one small area, hehe.
    But seriously, it feels very chaotic and unstructured...

    [3]: Engineers can jump and build teleporters to the roof, from which you can see all possible spawnexits (main, lower, water). It's unlikely to get a sentry up there, but it's possible and would lead to a pretty nasty spawncamp.

    [4]: There's a few misaligned doors, this is one of them :)


    Keep working and I'm sure you'll turn out with a great map. But you will have to put in some major effort because as it stands right now It's not really where it needs to be in terms of gameplay quality. Good luck!
     
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  9. Leminnes

    aa Leminnes

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    Pending Ravidge's input, which I only just saw, here is the changes I've made with a2a:

    [​IMG]

    Removed water entrance directly into the intel. Moved it here:

    [​IMG]
    [​IMG]

    Added a second entrance to the intel room from the battlements from here:

    [​IMG]

    Which goes to where the one way door is located and drops down into the intel room.

    Made the bridge easier to see through and made it more apparent that you cannot exit out the sides of the bridge:

    [​IMG]

    Also added a cover over the intel:

    [​IMG]

    And last, and without a picture, I made the water shallower everywhere to where I hope it's less inconspicuous when there is someone in the water.
     
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  10. Leminnes

    aa Leminnes

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    If someone is not busy, I really need input on A3:

    http://dl.dropbox.com/u/4222914/glug/a3/ctf_glug_a3.bsp

    If someone can tell me if it feels TOO open now, that would be great. I'm honestly not sure if it is or not. It seems sort of long to me, but at the same time maybe that's a good thing?

    Thanks to whoever does it. :D

    And thanks, sandvich, I guess you liked the changes? :p
     
    Last edited: Feb 15, 2010
  11. Boylee

    aa Boylee pew pew pew

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    I think the middle area is a good size. It's quite long but the bridges breaks it up nicely, certainly doesn't feel too big. The bases seem very cramped though, firefights in there will be very claustrophobic. Personally I'd go for a full on redesign as they're just too small at the minute (just my opinion though, sorry if it seems a little harsh).

    A few things I noticed:
    GROUND FLOOR DOOR COVERS 1st FLOOR ENTRANCE WHEN OPEN (intel room).
    [​IMG]

    SPAWN DOOR POKING THROUGH WALL:
    [​IMG]

    I FOUND THIS RAMP VERY TRICKY TO GET ONTO.
    [​IMG]

    THIS IS THE BIT I FIND MOST CRAMPED AND AWKWARD.
    [​IMG]

    I FOUND IT TRICKY GOING BETWEEN THE TWO SIDE RAMPS, RATHER A NARROW GAP.
    [​IMG]

    Damn just noticed I had capslock on. :/
     
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    Last edited: Feb 15, 2010
  12. Leminnes

    aa Leminnes

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    Thanks boylee, I'll be fixing up the base next, making it bigger and such.

    I swear, when I design stuff on graph paper the squares aren't going to be 64x64 but 128x128. Doing it this way just makes everything too damn small.
     
  13. Leminnes

    aa Leminnes

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    ctf_glug_a3:

    Increased the size of the middle ground significantly:
    [​IMG]

    Added an extra building for each team:
    [​IMG]

    Increased the size of the intel room.:
    [​IMG]

    Fixed some bugs and misaligned doors.
    Made spawn rooms bigger.
    More stuff I can't remember.
     
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  14. Boylee

    aa Boylee pew pew pew

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    I can has step here plz?
    At the moment you have to jump to get in here which is annoying.
     
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  15. Leminnes

    aa Leminnes

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    You can has step. I'll add it now. :D

    Edit: It's been changed to a3a. With that being the only thing fixed. :p

    Edit 2: Also a bit curious if this is ready for gameday?
     
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    Last edited: Feb 15, 2010
  16. Tekku

    aa Tekku

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    Um, u can build sentries in spawn..

    [​IMG]
     
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  17. Leminnes

    aa Leminnes

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    Well, that IS an issue. I'll fix that asap. Anyway, thanks to those who stayed through the test. Talk about a server clearer. lol. I guess I have some work to do. I'm trying to remember the complaints:

    Some water is (still) hard to get out of, although I thought I had fixed that. Unless they're talking about places I intentionally made impossible to get out.
    Not all displacements are sewn, although I'm unsure where they were talking about.
    Hallways are too narrow.
    Intel room is too "complex."
    Frame rate was bad, although that's likely caused by the lack of optimization at the moment.
    To me, personally, it felt to open.

    Anything else?
     
    Last edited: Feb 16, 2010
  18. Gerbil

    aa Gerbil

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    Don't really see the point in this hole.
    [​IMG]

    Some displacements are hard to climb. Maybe add some indication if you're aiming for people to be able to access the hill from one side only (like some rock props).
    [​IMG]

    It's tough to get out of the water in some bits.
    [​IMG]

    The intel room is too complex and cramped. It ruins the flow. Might want to turn it into a single room instead of a cluster of brushes.
    [​IMG]

    This construction is above the ground.
    [​IMG]

    This door isn't touching the wall.
    [​IMG]


    Apart from those issues, I felt that the map was too open in the middle and too cramped in the bases. Try to make the spaces between walls/ramps larger and less awkward.

    This map has potential, good luck!
     
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  19. Leminnes

    aa Leminnes

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    I <3 you gerbil. I'll make sure to fix all those things in a4. :)
     
  20. Leminnes

    aa Leminnes

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    I'm soon to release A4. A4 is a new map, entirely. :D Will likely require quite a bit of playtesting. A bit of a disclaimer: I did a lot of detailing, mostly because I wanted to. I have no qualms redoing all of it if I need to, I was just having too much fun doing it. :p

    Here's some preview screens, they are subject to modifications:

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
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