Hourglass

Discussion in 'Map Factory' started by Tyker, Jun 1, 2009.

  1. Tyker

    Tyker L5: Dapper Member

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    Hourglass is a control point map. It's a remake of the original C&C_Hourglass from C&C Renegade.

    cp_hourglass_a6:

    I don't think I am going to continue this map. I'll probably take what I've learned and then start a new map :). I'll make my own layout for the next one, no more remakes :mellow:
     
    Last edited: Aug 15, 2009
  2. The Political Gamer

    aa The Political Gamer

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    I can only guess this without playing the map in full but it looks like who ever takes the high ground first has a very big advantage over the other team.
     
  3. Tyker

    Tyker L5: Dapper Member

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    I added the 'boulders' so people could take cover when trying to move up the hill. And spies can easily decloak there or next to the 2 boulders on top, to take out any sentries or snipers.
    Atleast, thats the idea..
     
    Last edited: Jun 1, 2009
  4. DaFatCat

    DaFatCat L3: Member

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    Looks like spies will own this map.
     
  5. Tyker

    Tyker L5: Dapper Member

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    Bumped for alpha three. Now that it has textures I hope people notice this thread some more :) Any feedback is good feedback!
     
  6. luxatile

    aa luxatile deer

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    Green fog is weird. o_O

    The layout was a little hard to understand at first. Somehow, you have to make it more clear that both middle points must be capped in order to cap the last point. Even though the HUD layout is pretty good, it looks like the upper point is separated and more important. You could put them in one line but name them A and B, for example.

    The design seems fine otherwise. Keep it up; the idea is great and it seems to work well too.
     
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  7. Tyker

    Tyker L5: Dapper Member

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    Yeah I know. I was actually trying to give everything a faint green glow. Tried it with color_correction but it doesn't work :( And the fog isn't a good substitute
     
  8. jpr

    aa jpr

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    The layout was interesting and I liked the crystals as well. Unfortunately I was so tired at the moment of playing that I didn't really play attention to the gameplay aspect. I think it played pretty well though, aside from spawncamping.
     
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  9. Tinker

    aa Tinker

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    I had a lot of fun on this map. Points seem designed well, and there don't seem to be much flaws otherwise. Simple, yet good.

    Maybe have a Steel-like chalkboard showing what to do? (it's not that hard, honestly)
     
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  10. Tyker

    Tyker L5: Dapper Member

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    Yeah, I actually wrote down "Make hud icons and/or a side view of the map with the hud icons on them." I hope people will understand the layout better when thats in.
    [EDIT]
    Also, no idea how to fix the spawncamping. If you look at any valve map they all have 2-3 exits out of a spawn wich can allways be camped by demomen.
     
    Last edited: Jun 20, 2009
  11. Tinker

    aa Tinker

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    Well the problem here was the height advantage the campers get plus a very, very good sentry spot. I'd say put a metal board against where the small healthpack is above the tunnel, so that spot doesn't make for too easy camping.
     
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  12. luxatile

    aa luxatile deer

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    And/or give the spawncamp victims an entirely different alternate route out of spawn so they can just loop entirely around the spawncampers.
     
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  13. slarti

    slarti L1: Registered

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    One thing I noticed while playing this map is that the two sideways felt a little long and straight. As there is not very much cover these areas are very easy to defend as a sniper making only the middle top/bottom ways a viable choice.

    I liked the layout of the two cp's (one above the other but seperated) and due to the small size of the map it was pretty fast paced.
     
  14. Tyker

    Tyker L5: Dapper Member

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    Way to busy programming a game for my finals. I'll submit alpha 4 next week.
    Progress on the hallways:
    http://img221.imageshack.us/i/watf.jpg/
    Currently making it less spawnkill friendly. 2 more ways to get out of spawn! Wow!
     
    Last edited: Jun 24, 2009
  15. Tyker

    Tyker L5: Dapper Member

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    Bump for alpha 4!

    Now I looked at this thread: http://forums.tf2maps.net/showthread.php?t=141 for custom icons, so I don't have to use the screenshot or a chalkboard. But, the download is gone. If anyone still has that rar, please tell me.

    [EDIT to avoid triple post]
    Changed to a4b for some slight optimization.
     
    Last edited: Jul 9, 2009
  16. DrHaphazard

    DrHaphazard L5: Dapper Member

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    Hey man, you asked in game how to put letters or some other indicators on hte cp points in the HUD. Its actually quite easy.

    Double click on your team_control_point and scroll down to HUD icon. You then simply select the picture you'd rather use. Obviously you'll have to make the new icons yourself, and i swear that there was someone that had a template for making them in photoshop but for the love of me I cannot find them.

    I'd try and do some searching of these forums because i know i found it here since i used it on a map I made a while ago.

    Anyways its as simple as that. Oh and I like how you had the map right in the spawn, however, i think that its difficult to read as a map. I think I would attempt to draw one out that looks like more of a blueprint. That might make it easier to read.

    EDIT: HAH, i am victorious: http://forums.tf2maps.net/showthread.php?t=141
     
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  17. Ravidge

    aa Ravidge Grand Vizier

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    A fun little map but some things I noticed today:
    The top cp is... on a hill. Which means it's an uphill battle for the attackers with little or no cover for a relatively long distance. It can be hard to approach it once a team has settled up there.

    The lower cp (inside) is good, but the very long straight tunnels leading to it are really easy to snipe, rocket spam trough. If you make a few bends in there and widen it up it probably could play even better. Also it would help with optimisation a lot.

    Speaking of optmisation, there's still work to be done on this. I dont know how this map is built exactly, but maybe a horizontal hint and the top of the hill? should prevent geometry on the opposite side from being rendered.
    Don't be afraid to rebuilt and add geometry to help optimise, Having good framerates is something people expect out of a map nowdays :)

    The last (base) points are hard to defend due to the overpowering force the enemy can utilize with the height advantage, I'd suggest to make the spawns bigger, like a small base maybe. And have the last point indoors?
    You said this is based on another (game)map so I don't know just how faithful to the original you want to be.

    Good luck!
     
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  18. DrHaphazard

    DrHaphazard L5: Dapper Member

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    Oh my apologies, i didnt check to see if the link still worked. Luckily i downloaded the template all that time ago so i suppose i could reup it for yall, but its technically not my work so i dunno if i should. Looks like the creator Novacane has been gone for some time.

    In any case, the template itself is not vital, i just liked it because it came with the 3 colors ready to go. More important is the VMT info.

    Oh and its important to note that you need a locked version of your icons for any points that are locked. So if it looks like icon_blu_a then youll need an icon_blu_a_locked.
     
    Last edited: Jul 11, 2009
  19. DrHaphazard

    DrHaphazard L5: Dapper Member

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  20. Tyker

    Tyker L5: Dapper Member

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    cp_hourglass_a5a!

    Made the spawns bigger. The base CP's are now inside. Made a skybox.