CP Jareths Labyrinth

Discussion in 'Map Factory' started by SiliconeSoldier, Mar 2, 2012.

  1. SiliconeSoldier

    SiliconeSoldier L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    My first TF2 map is a symmetrical standard 5 cp with each point given a different look. Lots of custom models/textures. It is loosely based on the Jim Henson film from 1986. The main path is a somewhat straight line connecting all points. A side path (outskirts) connects A/B/C and C/D/E. The tunnel path (oubliette) connects B/C/D.

    For the movie fans: Areas represented are Sarah and her parents' bedrooms, stone labyrinth, wasteland outskirts, hedge labyrinth, tunnel of hands, oubliette, forest, bog of eternal stench, goblin city, castle throne room, and Escher's relativity room.
     
  2. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,032
    Positive Ratings:
    3,978
    Holy shit dude this is awesome. This is the only time a map that ignores the TF2 artstyle will impress me.
     
  3. SiliconeSoldier

    SiliconeSoldier L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    Weird. I added a map overview as the featured screenshot, but it doesn't show here in the gallery. Not sure where it went.
     
  4. Yacan1

    aa Yacan1 D I G I T A L I N F L U E N C E R

    Messages:
    410
    Positive Ratings:
    658
    [​IMG]
     
  5. SiliconeSoldier

    SiliconeSoldier L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    Here's the top-down view. Hopefully this doesn't screw up the page formatting.
    [​IMG]
     
    • Thanks Thanks x 1
  6. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

    Messages:
    871
    Positive Ratings:
    820
    Has this been tested already?
     
  7. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,032
    Positive Ratings:
    3,978
    I really love your detailing, especially the Escher Room. It's all very spot on and the modeling is pretty good. Unfortunately I don't see it playing very well... the amount of long corridors (both narrow and wide) combined with the long walk distances make me think it will either feel empty or like a Scoutfest. But it seriously looks great.
     
  8. SiliconeSoldier

    SiliconeSoldier L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    It has been tested with bots and humans, but not yet with 32 human players. Being a larger map, it is intended to be played with 24-32 players. I agree that anything less than 20 will probably feel empty. In the tests, it never turned into a scoutfest. I knew I'd have to strain the TF2 formula to make this map, because this goblin world is full of narrow corridors. I tried to find a balance that looked enough like the Labyrinth world but also was TF2 playable.
     
  9. SiliconeSoldier

    SiliconeSoldier L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    Also yyler, I appreciate that your criticism is offered with a spoonful of positiveness.
     
  10. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,106
    Positive Ratings:
    6,005
    Genuinely did a spit-take here.
     
    • Thanks Thanks x 2
  11. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    Whoaaaa.
     
  12. JBEZORG

    JBEZORG L1: Registered

    Messages:
    14
    Positive Ratings:
    6
    incredibly fantastic work. great respect.
     
  13. Crash

    aa Crash func_nerd

    Messages:
    3,148
    Positive Ratings:
    4,746
    Yeah, this looks really cool. I'm a big fan of that movie, so to see a combination of the two is pretty cool.
     
  14. Egan

    aa Egan

    Messages:
    1,304
    Positive Ratings:
    1,486
    Hi, I played through your map because I liked the movie a lot as a kid. I found the map really visually appealing, and the gameplay wasn't all too bad either. The refrences to the movie's stuff was really cool, like the secret entrence into the labrynth and the ladders coming out of 'the tunnel'.

    I played it out with 11 bots (and me, so 6v6), and it played pretty well actually. Someone up there ^ said the hallways were really cramped, and I agree in some cases near point C. When one team captures point C they all jump off the bridge into the tunnel going to B or D, and if anyone on the other team is also going through that tunnel they are screwed.

    There were a couple bugs I noticed on my playthrough:

    Capture point skins stay after round end.

    Same thing with this capture point aswell. Probably the same for A and B, but I checked and the skin goes back to nuetral at point C.

    Giant shadow from nothing? Looked around and nothing I see causes this, so maybe you have some weird model thing going on. Not sure.

    I'd like to see this played somewhere with human players to see what was going on. The bots weren't all that great because they didn't focus on the capture points all that much. I'd be after say capture point D and the only bots coming to help turned out to be spys from the opposite team coming to kill me.
     
  15. SiliconeSoldier

    SiliconeSoldier L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    That's a great note. I hadn't noticed the capture points skin problems before. The capture trigger does tell it to use skin 2 when Team 2 (blue) captures it, so I'm not sure what's going on there.

    I've been perplexed what is causing the shadow issue for a couple weeks now. I think I'll just start turning off prop shadows in that area until I figure it out.

    Bots are really slow about getting to the capture points they should be at. When I test with at least 10v10 bots, there are usually 2-3 that will run to the point with me. If you're so inclined, try it with more bots and see if it plays better.

    The "S" shaped tunnels can get pretty cramped at times and I think making them wider would also require making them longer distance (for optimization purposes). I'm afraid the best solution at this point would be to remove the curves and remake them as wide "Z" shapes or a sharp corner to cut off visibility between the areas while still fitting in the space provided.
     
  16. xzzy

    aa xzzy

    Messages:
    815
    Positive Ratings:
    393
    Not to be a stick in the mud, but Escher's work does have an actively enforced copyright on it, so using his work in your map could get lawyers mad at you.
     
  17. Egan

    aa Egan

    Messages:
    1,304
    Positive Ratings:
    1,486
    I'm sure his lawyers pay close attention to these forums.
     
  18. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,741
    That shadow could be something from the 3D skybox occupying the same space
     
  19. Crash

    aa Crash func_nerd

    Messages:
    3,148
    Positive Ratings:
    4,746
    I doubt he plans on selling it, considering the whole thing is based off a movie as it is.

    My bet is on the 3d skybox for that shadow, too.