CTF HarvestLander

Discussion in 'Map Factory' started by Khorps, Apr 28, 2015.

  1. Khorps

    Khorps L1: Registered

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    HarvestLand

    Has a 3D skybox, 2 forts, a sniper roof with cover, 2 spawnrooms for each team, layout is simple and there's lots of water around the forts.

    I am sure there's lots of bugs, feedback is nice.
     
    Last edited: Apr 30, 2015
  2. Lenny

    Lenny L2: Junior Member

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    Well, your map isn't very buggy from what I noticed. But it does have its fair share of design flaws.

    The first and most obvious point is that the map is huge. Huge. You specify that you have an area specifically for Snipers, but aside from the (small!) health and ammo pack (singular!) up there, it's no better than probably the rest of the entire map for sniping. And it's not just huge horizontally either. The spawn rooms are tall. The intel room is tall. The skybox is comically tall, and would probably make Market Gardeners everywhere oh-so-happy.

    The "tower" in the middle of the map is weird. At first, I thought it was just to prevent Snipers from sniping outside of spawn, but explosive classes can jump on it - and there's a health and ammo pack there too. I'm not sure what the point of standing up there is, as you're very vulnerable to headshots from the enemy spawn. It's not a particularly good spot for height advantage, either, because the battlegrounds are so wide that it's very hard to aim rockets (and I can only image how it'd be as Demo).

    The water is useless. You can barely see where you're going and it's way too deep. If an enemy jumps in there while you're fighting him, good luck finding him. It's a free escape ticket, and it's very easily accessible - something a TF2 map should not have.

    The intel's incredibly hard to grab if the enemy team has at least two sentries: something that's hard to remedy in Capture the Flag. An Uber push is rendered null because of the knockback from either side.

    Also, you can walk around the outside border of the level, making alternative pathways completely trivial. Here is an image.

    Overall, though, I'd say the general concept of a layout isn't bad. But you have problems with scaling and awareness of space. It's just very huge, and not very fun to play on at the moment. That's just all my opinion though.
     
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  3. Muddy

    Server Staff Muddy Muddy

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    I find that placing character props around the map helps with scaling, since it gives you an idea of how big or small an area is in relation to the player. (I normally use the Soldier model.) Dev textures also help.
     
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  4. Khorps

    Khorps L1: Registered

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    Working on beta3 now.
     
  5. Bunbun

    aa Bunbun Gay sex slave

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    Not a bad first map this.
     
  6. Khorps

    Khorps L1: Registered

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    First CTF map. I'v made mvm_corridors too.
     
  7. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    Definitely not beta. Try alpha.
     
  8. Khorps

    Khorps L1: Registered

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    Alpha: Something not playable.
    Beta: Playable but still may be bugs and issues.

    Try playing it. You can win and you can cap the intel. You can spawn and there is no fullbright.
    It'd be a problem if I set it to release candidate.

    Also can you please give me some feedback? I have none on the current version and I'd like it alot if I'd get some more.
     
    Last edited: Apr 28, 2015
  9. killohurtz

    aa killohurtz Distinction in Applied Carving

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    No, this isn't really how it works. Planning is unplayable, Alpha is fully playable but the layout is still being tested and adjusted, and Beta is when the layout is done and you start detailing. A beta should not still be buggy.
     
  10. Zed

    aa Zed Certified Most Crunk™

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    Nope. Sorry, but you are completely WRONG.

    Alpha is the first playable state of a map. It's prone to bugs and glitches. The main purpose is to create a fully functional layout.

    Beta is when you start to add things like detailing and clipping to your map, as well as fixing glitches. Most of a map's playtesting and changes happen in Beta.

    Release Candidate is something that can be considered a final product.

    Crash even has a video on the subject.

    If you think alpha is something that isn't playable, why do you think the map workshop has PLANNING as a selectable map development state?! Why do you think there are so many totally playable maps posted in Alpha? Use your brain!
     
    Last edited: Apr 28, 2015
  11. Khorps

    Khorps L1: Registered

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    Hmmm, true. I'm going to have to change the name of the map though.
     
  12. Zed

    aa Zed Certified Most Crunk™

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    You only have to change the suffix, really. And avoid calling it b1 once it hits beta.
     
  13. Khorps

    Khorps L1: Registered

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    The thing is I used all the alpha prefixes before release while developing it. Then switched it to beta after releasing it.
     
  14. Zed

    aa Zed Certified Most Crunk™

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    Well, they aren't released, right? Just delete all of the old "alpha" versions, then.

    I also don't really see the point of using multiple suffixes on a WIP that hasn't been released to the public in any capacity.
     
  15. Khorps

    Khorps L1: Registered

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    I do that. Because on a previous map I worked on, I don't know what caused it but if I renamed it, compiled it, tested, changed then saved it; hl2.exe wouldn't be able to find the file specified. Not sure what caused it but that started happenin' so I save scummed this map so that I wouldn't have to face that problem.

    Anyways. This is off-topic, I want feedback for my map. I'm not getting any, and not working on it. Just please this business is over I need feedback on the map.
     
  16. Zed

    aa Zed Certified Most Crunk™

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    Are you deleting the .bsp from the maps folder?
     
  17. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Did you address the first reply to this thread? It covers the biggest design issues, and that should be enough to get you started. After that, you can submit the map to the weekly gamedays and let people playtest it.
     
  18. Khorps

    Khorps L1: Registered

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    I did address that and updated it. I'm waiting for feedback on the current version.