Discussion in 'Map Factory' started by froggie, May 7, 2012.
1st Beta release
This is a 3 Point Attack/Defense map.
Quite a lot of detailing for an alpha. Hope you won't have to change a whole lot after testing!
I'm not sure if anyone else is getting this feeling...but it seems like you have atleast 4-5 different themes all mashed together in some of those screenshots.
One minute its Medieval, the next its kind of Industrial, with a few bits of a Sawmill/Farm theme.
It doesn't really gel for me, but I guess you can always change that - this is only Alpha afterall.
From the screens you've put up, it sorta looks like a CS:S map. The theme needs to be sorted out, like nick said.
Looks very cute. I like the mountains in the back
Here you can get an idea on how it looks in movement.
Outside blue spawnroom to the left the lamp post is off the ground / ramp.
So far I really like what I see here. It might need to be medieval weapon restricted, but I guess a server can make that happen
The map has a great look, although the ground needs to be sloped better to look more natural.
At point A the little nook with health and ammo. It feels easy to get hung up on the door frame on the wall opposite of the entrance. Bots also get hung up trying to go through the little slots near the entrance of that nook.
Good use of signs
There's a staircase leading down to a sewer I'll call it. You can't walk back up. Or jump back up.
The barrel cart looks weird when demo stickies it.
While you do have good cobblestone wall texture matching there are other parts where it is not so good. Put wood frames to prevent texture mismatches
Blue bots seem to get stuck on the first staircase to the left the one that turns.
This level is good and all of their classes have uses. Even huntsmans But I feel demo is most valuable with the points being where they are and with there being no ceiling in areas above them.
That's one beautiful waterfall in the blue spawn room. I really like the sewers too they feel really um dirty and no other TF2 map has had mucky sewers.
Unfortunately I've run out of time, but I will play this again It felt fund, different, and an excellent start of something
A lot of your down sloping ramps are high above the ground. Your lamp posts don't meet the ground. This will make an awesome gauntlet of a level on the point A leg of it.
On the way to point B there is a little lounge area. With grey frosted windows. I think those frosted windows need bars or X lines across them so you know its a window
Red spawn room restock cabinet doesn't seem to open.
The only real annoyance that I find is running into the slightest wall posts. Not that it makes a difference when you're derping around, but if you're running away from something only to get stopped buy the slightest wall post that is a detail of the wall it is an issue
There is a lot of nice diverse landscape / detail here. Point A, B and C clearly have different looks and that always keeps it interesting.
This clearly feels different than any other map, even if there are other misdeals This would be modernized medieval of course. Its fun, its unique and interesting. It feels like strategy is needed on blue's side and it feels like it could be diverse with how the legs to each point are set up. There could be surprises around each corner with how you have it setup. You have a lot of nice and interesting details. This would be fun to master.
Looks pretty from the screenshots, but the building faces are very dark for the amount of lights they have.
Did an update to the map (finally) only thing I can't seem to fix is an issue with the red spawn. Red is supposed to loose it's first spawn after CP 1 has been captured. Well, right now Red is loosing the spawn in the middle of the capture for some reason and I tried everything I could think off to fix it.
Anyway lots of stuff has been changed ( most likely around the capture zones 1+3)
Hope you enjoy this one.
Did you sort out the detailing too?
... Because stuff like this is rustling
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