PL Long_ride

Discussion in 'Map Factory' started by Octocat, Mar 19, 2011.

  1. Octocat

    Octocat L1: Registered

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    Long ride

    Hello.
    I would like to introduce my first map for team fortress 2.
    PL_long_Ride It's a single stage Payload map like Badwater.
    :blushing:
     
    Last edited: Mar 28, 2011
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    It looks good to start, in some of the later shots it looks a tad busy prop wise. You should keep your map not very detailed until you reach close to beta and a final layout.
     
  3. Octocat

    Octocat L1: Registered

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    Sorry for my English.
    The map is not so much detailed, only one room where the red make rockets.
    Do not look at the screenshots, look at the map.
    This is the predfinal, it remains only to hear suggestions about the maps.
    Map has already passed all the tests, etc.
     
  4. red_flame586

    red_flame586 L7: Fancy Member

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    Level of detail in every area is at a reasonably good level, don't add much to that.

    The room where red makes rockets though looks crazy and over detailed (yes, it is possible) and rather messy and haphazardly thrown together.

    Otherwise your map looks not to bad, especially for your first map.

    As for the screenshots, unless you put your map up for a gameday (should probably do that) you won't get much advice apart from people looking at your screenshots, a couple of reasons for this:
    1. People generally don't have the time to download and have a look around every map that comes up here, if they do download maps, it'll be the best maps there are.
    2. People around here have gained experience at looking at screenshot and seeing problems. If there is a problem not related to some minute or overly complex point in gameplay, we'll be able to see it in screenshots just as well as we would if we were to walk around the map by ourselves. (that makes it your responsibilty to give us good screenshot of your map so we can give you good feedback. a top down view of your map is great at helping us do that)
    3. To get good feedback on points such as the more complex sides of gameplay, the only way it'll be able to be tested is if you actually play games with people in them. Gamedays and impromptus are designed for this kind of stuff and have awesome ways to quickly and easily give feedback.

    Also, by "This is the predfinal, it remains only to hear suggestions about the maps. Map has already passed all the tests, etc." what do you mean.

    What kind of testing has the map undergone? any gameplay testing? How much?
    Most maps in the RC stages have had tonnes and tonnes of testing. People sometimes go through heaps of gamedays just to get their map to a suitable level for beta, and even more to get it to RC or final.
     
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    Last edited: Mar 19, 2011
  5. Octocat

    Octocat L1: Registered

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    Thank you very much for such a great response.

    Unfortunately my level of English proficiency and not so high, and the Google translator does not always translate well, but I understood what you said.
    I hope that you will understand me.

    Yes, of course, the room where the red make rockets look a bit chaotic in terms of placement of models, but I do not think that it is super detailed.
    The more that all these models are on the ceiling. They do not obscure the view, and not distract the player. And of course, are not involved in the gameplay.
    Screenshot of this room is made from the ceiling, maybe I just need it to do with eye-level player Screenshot.
    In my view all the objects seem quite logical and in their places.
    (Do not pay attention to the lighting on this screenshot)

    [​IMG]

    Yes I'm a newbie mapper, but not in video games, and a map was constructed with all the character classes, there is a sniper positions as well as any private place for spies. A place for the turrets, etc. Creating a map I originally aiming for an interesting gameplay rather than how it looks.

    "This is the predfinal, it remains only to hear suggestions about the maps. Map has already passed all the tests, etc"
    I mean, that map has been tested many times on the performance, and it works successfully. Gameplay tests were conducted, but there were not so many people as i'd like. :blushing:
    Как то так. :)
     
  6. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I promise you they will. Even if they wont, they look ugly. There's a lot of issues with the detailing- Huge overlays, props half-inside other props, props that dont fit the setting. The gameplay also looks rather flat. That said, there is some very nice detailing here as well.
     
  7. Jeremy

    Jeremy L11: Posh Member

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    Prop spam in the second-to-last screenshot.
    I think that's going to cause some issues performance-wise.

    Otherwise, very nice.
     
  8. REEJ

    REEJ L7: Fancy Member

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    only the 5th screenshot looks over-detailed to me, rest are fine
     
  9. Octocat

    Octocat L1: Registered

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    After listening to your advice has reduced the number of props at the plant.