MVM Hangtown

Discussion in 'Map Factory' started by HunterMcJesus, Sep 30, 2012.

  1. HunterMcJesus

    HunterMcJesus L1: Registered

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    ================
    MVM_Hangtown
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    Version: 1

    A small mountain lake sits beside a Mann Co factory. The small fast map is shaped in a square spiral to allow constant action all the time!

    This map is small and its intended to be played quickly. I welcome any feedback, especially towards bot waves.
     
    Last edited: Oct 11, 2012
  2. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    This looks pretty good!

    Do me a favor and take some screenshots with anti aliasing enabled. It will make it even prettier :D
     
  3. xzzy

    aa xzzy

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    Does look pretty good for an initial release.. though I would suggest you're overusing that red wood texture a bit. Break things up by making some buildings use a different texture.
     
  4. PMAvers

    PMAvers L6: Sharp Member

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    This was just a test on a local server, but I was having some lighting issues.
     
  5. HunterMcJesus

    HunterMcJesus L1: Registered

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    Oh wow PMAvers, those textures are a bit blown out. I can throw on some more neutral textures to try to balance them out. hopefully its just that floor texture and not anything else
    xzzy: I'll definitely look into mixing those red textures up a bit. ill take a look at some of the valve maps to see how they do it.

    Dr. Element: Once i do the changes above ill definitely post some new screen shots.
     
  6. tyler

    aa tyler snail prince, master of a ruined tower

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  7. xzzy

    aa xzzy

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    If you build a map with HDR, you have to compile cubemaps both with HDR enabled and disabled in the video options. Engine only makes images for current video settings.

    Because of this, it's a bit easier to not build with HDR until further along in your development process.
     
  8. HunterMcJesus

    HunterMcJesus L1: Registered

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    Oh I didn't know this. I guess I figured "buildcubemaps" would build everything. Good to know. Thanks!
     
  9. HunterMcJesus

    HunterMcJesus L1: Registered

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    Updated map is now out. Now with hdr cubemaps(hopefully) and new screenshots. Also a few minor bug fixes. Mostly boss bots getting stuck.
     
  10. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    The way the wooden buildings are embedded in those rocks is kinda unrealistic.
     
  11. HunterMcJesus

    HunterMcJesus L1: Registered

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    Yea. Ive gotten that before in levels past. I'm not sure of a good technique to make it less artificial.

    I guess I could add a patch of ground on top of the building and have the rocks appear to go into the ground? Or I could move the rocks further back and add a facade in front of them. That way the rocks would appear behind the building.

    Are there any maps that come to mind where the issue of building->Rock have been handled nicely?
     
  12. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Well, i can think of two things you could do:

    -You could simply push the cliffs behind the buildings. (which is what you suggest yourself)

    -... or you could make the cliff curve in at the edges, so it looks like the building was made within a cave or something like that.
     
  13. xzzy

    aa xzzy

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    Or you could turn it into a concrete building.. like it's a retaining wall to help support the cliff.

    Or get rid of the building and have the cliff go all the way to the ground.
     
  14. HunterMcJesus

    HunterMcJesus L1: Registered

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    Hmm... I'll definitely think on these options. Either way its gonna take me a little time to implement them. Thanks!
     
  15. PMAvers

    PMAvers L6: Sharp Member

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    Just confirming that the new version *does* fix the lighting for me.
     
  16. HunterMcJesus

    HunterMcJesus L1: Registered

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    Awesome! Good to know.
     
  17. PMAvers

    PMAvers L6: Sharp Member

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    Got a chance to actually play it tonight, made it through with a team of five.

    The Tiny Support Engineers are... weird. They didn't seem to actually do anything, they'd just cluster up around the entrance door unless someone knocked them away from it. They also had the normal engineer skin instead of any sort of bot-skin.
     
  18. HunterMcJesus

    HunterMcJesus L1: Registered

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    I got rid of the tiny engineers in the recent update and replaced them with Tiny Bot Heavies.

    I thought the tiny bots are a different challenge. They are smaller and faster but can be killed easily. If your not watching them they will move the bomb without you realizing it.

    Also how do you like the new look for the mountain/building connection? Its a lot less of an eye sore now.
     
  19. sitebender

    sitebender L3: Member

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    Sorry to bump this, but I'm playing it right now. The heights are all very tall and steep. The enemy waves are one dimensional and don't offer that much variety within a round. This feels very alpha and too tall.

    The stair paths are pretty chaotic if not unrealistic Like a staircase that goes up, turns, then goes way down right next to it when you can easily just have the staircase go down.

    If this was some quick cube map for a contest, then I can understand.

    You can do better :)
     
  20. sitebender

    sitebender L3: Member

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    Played it again. Some engis found an exploit and just made their stuff above spawn. Made for far too easy of a game.