koth_Dead_Simple almost done, needs comments

Discussion in 'WIP (Work in Progress)' started by flied lice, Jan 11, 2008.

  1. flied lice

    flied lice Guest

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    Here's a map that I posted a while back when it was still in its infancy...but it seems the thread dissappeared. So here I have the more complete version of it. Basically this map is a King of the Hill type map (variation so the capture point doesn't always have to be stood on, just defended) inspired by Doom II Level 07: Dead Simple. It needs criticism, so try it out.

    Here's the ZIP.

    (Sorry for no screen shot...the attachment restrictions on this site make any picture I put up worthless)
     
  2. Snipergen

    Snipergen L13: Stunning Member

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    imageshack.us mate, please post picks!
     
  3. flied lice

    flied lice Guest

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    ah thx :p , then here's my one screen shot i have for now...later I'll get back on and have some more for ya.

    [​IMG]
     
  4. flied lice

    flied lice Guest

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  5. Buddikaman

    Buddikaman L3: Member

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    to dark.

    -Buddikaman-
     
  6. flied lice

    flied lice Guest

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    too dark? Elaborate please, too dark for quick multiplayer action, or just for your taste?

    thanks for responding, but I know that it's no where close to as pretty a map as I often see on this site. I designed this for the game play, not for the looks.
     
  7. hacky

    hacky L2: Junior Member

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    Gameplay and looks don't have to be mutually exclusive. You have to ask yourself, "why would anyone want to play this map more than once?" if you're making the map for other people to play on.

    In TF2, darkness hides a lot of detail that people use to quickly identify teams and classes. If you can't tell what class that person hiding in the shadows is, then the person in the shadows has an inherent advantage.
     
  8. YM

    aa YM LVL100 YM

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    yup, what buddikaman said. its WAY too dark, for anything. Keep the lighting you have but add a light_environment aswell.
    With settings like these:
    Angle: -32 167 0
    Brightness: 250 216 146 850
    Ambience: 106 134 174 500
    HDR Ambience: 250 216 149 650
    HDR Brightness: 106 134 174 380
    (lifted from CP_gravelpit, to match the sky you have)

    Also

    Please dont use HL2 textures! Every time I see HL2 or CS:S textures in TF2 I die a little inside. Use TF2 textures FGS! If you can't find a TF2 texture that fits then make one, or find a texture artist to make you one!
     
  9. flied lice

    flied lice Guest

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    Alrighty, I've made a few adjustments (looks wise) so that it might be a bit easier on the eyes. Youme, I already had a light environment, but was intentionally angling the pitch so that there was no sunlight, only ambient light. Thanks for the recommendation for the colors though.
    This map really needs some server testing, so I hope there's not much more basic stuff to do.

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
  10. Snipergen

    Snipergen L13: Stunning Member

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    The combination of hl2 textures and tf textures make the map horrible. Also your map needs to have more detail. I mean what are we looking at now? Coult that be a real location? Would somebody build something like that? No!

    What you now have is a block map. This proves that you are new to hammer/mapping and well, its a good attempt but dont upload this. Its just not what players want yet, no red vs blue etc. I can only suggest that you take a look at this:

    http://forums.steampowered.com/forums/showthread.php?t=631269

    Apart from that... good that you like making maps :) make more and more and your maps will get better and better. But dont upload a map before you get the detail of a good custom map :) (No im not gonna name any maps guys lol)
     
  11. DJive

    aa DJive Cake or Death?

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    Looks VERY basic/empty. There is a big difference from simple to Empty.

    To be honest i would take this *and the next 5 maps* and mark them to the "leaning" book, most people never release there first 4 or so because its all a learning experence. From the pictures you can tell right away that the only class that will be of any use and have a HUGE advantage is Sniper =(

    Eng's - have no place for turrets
    Heavy's - have no corners and cover
    Medic's - same as heavys
    Pyro's - No close combat
    Demo's - pray shooting
    Sniper's - Everything
    Spy's - Well spys aren't situation

    EDIT: One thing to do to get the learnign of the scale down is use the /dev textures. These are the bright orange and grey textures. The orange are great because they are the size of a wall and or person. Grey is good for the ground. Once you get the map complete, apply textures to the front of the brushes and sub our the orange to /no_draw for optimization =)
     
    Last edited: Jan 16, 2008
  12. Voztron

    Voztron L2: Junior Member

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    I suggest playing one of the Valve maps, take the time to run around with each class and learn how each class's skills are utilised. There is always a reason for almost all non-accesible detail objects in their maps. Dont you get fustrated in 2fort when as a sniper you can only see a small portion of the center or being smacked from behind? Its the balance of advantage and disadvantage that makes this game fast and fun. Even snipers had to keep moving to survive.

    The texture changes in the 2nd round of screen shots have made the map look alot better (even if they are from HL2). Each time you go back to your map it will improve and get better so don't be turned off from what people would say.

    Also I think that the map is now too bright and saturated, try and find a nice balance.

    P.S. Layout over details 100% of the time. Always get your layout working and fun before you worry about how the map looks or you will go insane.