PLR Helix (Working Title)

Discussion in 'Map Factory' started by Aki, Mar 18, 2012.

  1. Aki

    Aki L4: Comfortable Member

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    [redacted]
     
    Last edited: Aug 20, 2012
  2. Wilson

    aa Wilson Burial by Sleep

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    That looks very narrow and cramped indoors.
     
  3. Aki

    Aki L4: Comfortable Member

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    That was Frozen's comment so I re-scaled everything on the second draft. It will be a week before I can flesh out the re-scale.

    And no, it will NOT look like a box when I'm done either.
     
  4. Aki

    Aki L4: Comfortable Member

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    Optional paths added.
     
  5. Mr. Wimples

    Mr. Wimples L6: Sharp Member

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    If that upper area is above ground, it's gonna be a bitch to optimize.
     
  6. Aki

    Aki L4: Comfortable Member

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    Not really. I intend to cut the map into three clean sections with area portals. It is quite possible (and not that unusual) to subdivide a level with area portals that way.

    My largest problem with optimization is my machine is so damn fast its hard for me to notice a bad optimization short of noting the compile time. However, throttled VM's do wonders in this area.
     
  7. Aki

    Aki L4: Comfortable Member

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    Map heavily updated.
     
  8. Bereth

    Bereth L3: Member

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    I found only one problem when I tried out your map: the pillars need to be clipped. I bumped into them all the time. We'll see about everything else.
     
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  9. Aki

    Aki L4: Comfortable Member

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    Well if that's the only problem I'll be relieved. I'm holding off on placing the player clips until I finish the layout entirely, but they will be present from first alpha on because I play scout enough to despise getting caught and killed by things like that.

    I think for the alpha I'm going to borrow the Doublecross skybox, go to a night time layout and add some more lights to keep the main play area nice and bright.
     
  10. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Are your spawns planning on changing?

    Your main building is okay, but the crazy height advantage overlooking spawns, and the lack of cover around spawns will make spawn camping cake.

    That would be the main thing I'd worry about right now.
     
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  11. Aki

    Aki L4: Comfortable Member

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    I don't plan on the spawns changing - but I'm also very concerned about the camping issue. I'm not happy with that area. I like the exits I have but agree there needs to be more higher up.
     
  12. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Well, I agree with the height, but that won't fix the issue. The issue is that you have a rectangle yard with a square spawn. It's very boring. Yes, you have 3 exits, but they all exit to the same area, and from certain points, it is possible to camp all 3 exits from a distance, on the same level as the exits. Tie that in with the height advantage, lack of good flanks in the building. it'll be really easy to camp spawns.

    You asked about what spawns were peoples favorites, and I said why my favorite is good. Find out why the others are good, and use the design theory for spawns, in your map. (You want multiple exits, to multiple locations. They can be to the same yard, but they should not be right next to each other. And they should not all be within the same line of sight... thats the basic theory)
     
  13. Aki

    Aki L4: Comfortable Member

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    The exit I have really should be counted as one exit. While working on the skybox I got some ideas on where to place the other two exit groups.