Lake

Discussion in 'Map Factory' started by shaneod, Feb 16, 2010.

?

Is the name "KoTH_Lake" taken?

Poll closed Mar 18, 2010.
  1. Yes

    45.5%
  2. No

    54.5%
  1. shaneod

    shaneod L1: Registered

    Messages:
    17
    Positive Ratings:
    1
    Creek

    The textures in this map have been completely changed. So has the name..
    I decided to start making it again yesterday. I added a sniper spot and made the stairs look better. I removed the cap base doors from the control point room. There are no custom models/materials in this map now. They are all official..There will be another update soon and the arrows will be on both sides

    Credits:
    Aaronmiles2 for helping me fix the skybox being lower than the actual map.

    I couldn't add a 7th picture so here it is:
    [​IMG]
    These pictures are outdated
     
    Last edited: Jun 8, 2010
  2. Cynick

    Cynick L4: Comfortable Member

    Messages:
    153
    Positive Ratings:
    143
    Looks like a good start, but judging from the screenshots this looks WAAAAY too open. (leading to snipefests). Probably should add some cover from snipers.
     
    • Thanks Thanks x 1
  3. honorum646

    honorum646 L6: Sharp Member

    Messages:
    335
    Positive Ratings:
    66
    I don't understand what this map is supposed to be. It just looks like a big open space with small square boxes.

    I also don't know if that name is taken but it probably is. >.>
     
    • Thanks Thanks x 1
    Last edited: Feb 16, 2010
  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,570
    If the CP is inside a building with no windows or open doorways players will not recognise the objective too easily. Generally you want the point to be visible or a focal point illustrated by details or a significant prop (like arena_nucleus's glowing whirly machine). If that fails, include some/more signs. Right now the only thing drawing people to this structure is that it's the only structure in the map.

    Additionally, closed dynamic doors provide severe camping capabilities, notably for the demoman and the engi's sentry, but also soldier's, pyro's and heavies. Also, the smaller the doorway, the more effective door camping is. If a medic gets in their with his team mates.. the only thing stopping a team from rolling is limited ammo (an engi is sure to get a dispenser up in there though if they realise this), or if the enemy team manages an uber on a competent player to flush most of the defences out.

    If a map requires an uber of players for them to pass a certain location, the map is imbalanced.

    Things to consider:

    • More out-lying structures.

      Buildings focus attention to within the map and onto enemies, as they block line of sight to the horizon. They also provide more interesting geometry and a scene for more prop details. Building shape and size also relate to the theme of your map which usualy revolves around a resource that the two teams are fighting over. They also provide oppotunities to flank enemies from within or around them.

    • Variations in height.

      Height variations provide a secondary method of breaking otherwise direct line of sight across large areas, preventing over powering of the sniper class, and the appearence of over scaling.

      Height is a key part of TF2 gameplay mechanics. Including hills, ledges and balconies provides more interesting and dynamic combat experiences for players. The best refence for this would have to be cp_badlands.

    • Do not test your map as a Scout.

      Testing your map as a scout or demoman warps ones perspective on the overall size of a map. People tend to use scout so that they can traverse their map for bugs quickly before releasing it (demomen also tend to sticky jump to important areas). One needs to remember these are class specific perks: This often leads to class imbalances, particularly for the pyro and Heavy who are slower and lack speed perks.

      If you can, test it as a spy. Testing as a spy gives you an average class speed to gage map size, but also makes you more aware of item drop placement as you can actively test cloaking distances. Testing as a soldier means you can test height variations, a slow class's speed and rocket jump boosts; this also means you are weary of health placement drops.
     
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    Last edited: Feb 17, 2010
  5. shaneod

    shaneod L1: Registered

    Messages:
    17
    Positive Ratings:
    1
    I added an extra door for reds, blues and the cp building. I now need to find the -> sign and i will test gameplay and upload. also added trees
    EDIT: Couldn't Find the sign. Its in badlands if you can help
     
    Last edited: Feb 17, 2010
  6. matou

    matou L2: Junior Member

    Messages:
    86
    Positive Ratings:
    10
    All you need to do is search for the prop in all TF2 Models you're bound to find it then.
     
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,570
    props_trainyard/train_billboard001.mdl

    props_trainyard/train_billboard001_sm.mdl


    Yea, these are probably the most annoying models to find, for me, too.
     
    • Thanks Thanks x 1
  8. Radaka

    Radaka L7: Fancy Member

    Messages:
    495
    Positive Ratings:
    242
    They really are, I don't know why they wouldn't just call them "GIANT FUCKING ARROW SIGN OF GOD". But in all honesty they could be labeled something more useful.
     
  9. Grim Tuesday

    aa Grim Tuesday

    Messages:
    1,257
    Positive Ratings:
    371
    [cough] ABS prop library [/cough]
     
  10. shaneod

    shaneod L1: Registered

    Messages:
    17
    Positive Ratings:
    1
    what?
    I said i used ABS and the Swamp pack afaik
    EDIT: i forgot to mention it. is there much point if abs was only used for 3 doors?