Institute

Discussion in 'Map Factory' started by red_flame586, May 29, 2009.

  1. red_flame586

    red_flame586 L7: Fancy Member

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    This is my second map release. It is a control point map in the style of Gravelpit. Where blue must capture point A and B before unlocking point C.

    Point B and C are indoors where point A is outdoors.

    Please note that the texturing is only dev textures, the lighting is simple and there are few details. I plan on texturing, fixing the lights, adding more objects, and creating cubemaps by the final release.

    Please give constructive criticism on how I can improve this map and ideas on texturing it, and the objects I can put in it.

    Changelog:

    a1
    • Initial Release

    a2
    • Fixed some clipping
    • Changed texturing of CP bases
    • Fixed blue door not opening
     
    Last edited: Jun 7, 2009
  2. DJive

    aa DJive Cake or Death?

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    I wont be home till tonight to play it however from the screnshots above it looks extremely small and tight.
     
  3. Tom Hoen

    Tom Hoen L6: Sharp Member

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    I'll post some bugs and give constructive critisism. And it is alpha 1 so these are understandable mistakes.

    [​IMG]
    Blu spawn doors won't go up but are passable. Did you forget to parent the door to the brush?

    [​IMG]
    capture points don't have correct coloring on them. Neutral skin isn't good:p. Use this for help Gametype Entity System Library 1.1 By A Boojum Snark

    [​IMG]
    I don't know if the doors speed is too huge or did you use wrong method with this door but this should be prop_dynamic and here the tutorial I used with my door by spaceweasels Post number 5 is what you should look at
     
  4. red_flame586

    red_flame586 L7: Fancy Member

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    Thanks, I'll look into them, I don't know what went wrong with the spawn door, it worked when I last tested it.
     
  5. red_flame586

    red_flame586 L7: Fancy Member

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    I wanted it to seem as if this is only a small part of a large building, that's why I made it so small and tight
     
  6. red_flame586

    red_flame586 L7: Fancy Member

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    UPDATED please re-download
     
  7. Sgt Frag

    Sgt Frag L14: Epic Member

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    I think it's a good start. But there were a few issues.

    cap times on a and b were long, while not impossible to cap they could be tough. One round we only got B.
    We played about 3 rounds and nobody ever got C. Too easy to build up sentries as there is alot of metal and health. Way too hard to take out sentries. They were all over that room and all of them covered the entire room. Needs closed off some maybe.

    The spawn door under C opens up and goes through the floor into C area.

    The blu spawn is way to easy to camp. Both doors can be seen from the same spot and both are at same hieght. Plus red can get to them, there's no buffer zones like Gravel pit.
     
    • Thanks Thanks x 1
  8. red_flame586

    red_flame586 L7: Fancy Member

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    thanks for that, I'm currently working on it so I'll take that into consideration