MVM Grand_Canyon

Discussion in 'Map Factory' started by Gadabout, Feb 24, 2014.

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How do you like this map?

  1. Its great!

    44.4%
  2. Its ok...

    44.4%
  3. Its bad...

    11.1%
  4. Its god awful!

    0 vote(s)
    0.0%
  1. Gadabout

    Gadabout L1: Registered

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    One of my first maps, there is an OBVIOUS problem with the spawn door that I really want to fix but I cant since I need to figure out whats wrong with hammer first. But for now we have this, it's one long wave with silly enemies and complete with a secret room. Had fun with it on my own server but I guess I cant keep hording it to myself, enjoy.
     
    Last edited: Mar 12, 2014
  2. Lenny

    Lenny L2: Junior Member

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    You can take better screenshots by disabling your HUD -- sv_cheats 1;cl_drawhud 0.
     
  3. Gadabout

    Gadabout L1: Registered

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    I was wondering about that... thanks :D
     
  4. takabuschik

    aa takabuschik

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    the 4th screenshot... The fancy chairs and table in the middle of the desert... Someone really rich had a party. please leave them there...

    But maybe it's not that much of a good idea to leave some fuel barrels in the middle of nowhere, espacially if there're some fancy chairs nearby. Their owner will be very angry if it will get spilled on the chair...

    Now I'll try to be more serious: in other words, I think the detail should be more clear- is it a fuel factory? is it a huge canyon in the middle of no-where? is it a fancy chair disposal area? (no, I'm just joking). Think which props will fit your selected theme best, and add them. Or, maybe remove all the props that don't affect gameplay untill you get some good playtest on your map, so you can work on it without having to worry about the props.
     
  5. Gadabout

    Gadabout L1: Registered

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    I guess I could remove the fancy chair party as it doesnt really affect gameplay that much unlike the barrels however... though yes, this could be a wonderful fancy chair disposal area :D
     
  6. Trar

    Trar L1: Registered

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    This is Rus, from your server. I registered here a little while ago intending to post first in the Introductions area (and maybe start learning mapping soon after that) but I was directed here first.

    Anyway, here's what I think:

    The gameplay is pretty wild! Tiny Spies, tank blitzkriegs (52 tanks, most of which are fast and fragile), giant Medic rushes and giant Spies, punctuated with the occasional regular wave of Soldiers, Scouts and what have you...the only complaint on my end is that the constant barrage of exploding tanks is horrible for my framerate, and the tanks like to swerve around an awful lot. Consider widening the tank path, or the whole map if you need to, and removing all unnecessary props and areas (including the secret room; I like secret rooms but they are expendable).

    There's also a pretty big line of sight when exiting the spawn; I'd consider doing something about that; you might have to rework some areas.

    The aesthetics also need work. Major work. As it is right now, it looks like you've been using placeholder textures, and in some cases props. Try checking the official MvM maps for ideas on how to touch it up.

    I agree with takabuschik: you could make this a tongue-in-cheek Mann Co. Chair Disposal Site, conveniently located next to the Grand Canyon.

    Overall, it's pretty good right now. Feel free to criticize my criticism, because I'm fairly new to mapmaking myself (in fact I still need to actually get to it!)
     
    Last edited: Mar 10, 2014
  7. Gadabout

    Gadabout L1: Registered

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    Thanks for commenting :D

    I could fix that tank swerve issue by slowing them down a little, and maybe having fewer, meatier tanks to help with your frame rate issue. As for the line of sight problem, I have heard that snipers could be a big problem and I think I know of a way to stop them from being too much of a nuance, but over all thanks :D
     
  8. Turbo Lover

    aa Turbo Lover Fight me under Glasgow Central Station

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    Giant/Tiny Spies? Giant Spies are a bit pointless, no? It's hardly very sneaky or stealthy to have something twice the size of the player try and backstab you. And as for the tiny ones... Let's just say past experience tells us players don't like them, too difficult to hit. A playtest would be needed for me to judge the other things, but the Spies I can say with conviction shouldn't be too different from the stock versions.

    The map itself looks very open, flat, boxy and cramped. Sightlines stretch over one long plane of flat ground before dropping down six feet to another flat plane, contained entirely within a long but narrow rectangle. Give the level geometry more variation, maybe add a building or something rather than have the entire map take place in the same three flat areas outdoors.

    Detailing is very bare, it looks like an alpha currently, adding displacements would improve that a lot right off the bat. And if you're going to go with the "Chair Disposal" idea, you'll need a lot more chairs, of all shapes and sizes.
     
    Last edited: Mar 11, 2014
  9. Gadabout

    Gadabout L1: Registered

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    Ill be working on that now thanks, I think a few extra buildings in here would make all the difference in the world here as well as a few displacements... Maybe even improving the 3D skybox as well. I did hear the boxy and bland thing too and Ill do what I can D:

    As for the spies... well you just gotta see ;D
     
  10. Renegade

    Renegade L1: Registered

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    My experiences playing on this map with bots - it was fun. :p

    https://www.youtube.com/watch?v=rVXyr9I6DmM

    - Ignore the skybox, it wasn't an issue with the map.
    - Excuse the somewhat low FPS, I had FRAPS record 30 FPS by accident and was running on some pretty high graphic settings.
    - You might see a couple of lighting bugs, not the map either as far as I'm concerned.
     
  11. Gadabout

    Gadabout L1: Registered

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    Ehehe, glad you enjoyed it, it always warms me heart to see people using the stuff I made :D

    How did you get the bots to do your bidding though? I always found them just hanging out in spawn every time I use them
     
  12. Bereth

    Bereth L3: Member

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    sv_cheats 1
    nav_generate

    Creates a (rough) navigation path for bots.
     
  13. Renegade

    Renegade L1: Registered

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    I decompile maps and re-compile maps with customized entities added to them that make them go outside and attack robots. I also make public versions of official VALVe MVM maps that bots can play, my only one being http://forums.tf2maps.net/showthread.php?t=21573&highlight=decoy - I didn't release my version of this map anywhere (I obviously wouldn't without permission first), so hopefully nothing wrong there. And no problem, good map!
     
  14. Renegade

    Renegade L1: Registered

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    I think he meant how red bots were going out of their spawn and attacking the robots.
     
    Last edited: Mar 25, 2014
  15. Gadabout

    Gadabout L1: Registered

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    Indeed that is what I meant, also I could throw the vmf at you if you want, decompiling isnt always... accurate
     
  16. Renegade

    Renegade L1: Registered

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    As seen in the video, I couldn't agree more. :p Go ahead, if you'd like.
     
  17. Gadabout

    Gadabout L1: Registered

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  18. Renegade

    Renegade L1: Registered

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  19. Gadabout

    Gadabout L1: Registered

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    Your face scares me :I
     
  20. Renegade

    Renegade L1: Registered

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    Lol, naaahhh nothing to worry about.