Making people notice signs more.

Discussion in 'Mapping Questions & Discussion' started by AntonJ3000, Jul 25, 2009.

  1. AntonJ3000

    AntonJ3000 I am inactive and make horrible maps

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    I've noticed in my map while I looked at the SourceTV demo that few players are taking wrong paths even though theres a big sign pointing them to the correct direction, I've recorded and uploaded a youtube movie of it too:

    [ame="http://www.youtube.com/watch?v=YvTXx-wrmNA&fmt=22"]YouTube - -UPLOAD FOR TF2MAPS.NET LINKING-[/ame]

    Does somebody know a nice trick to make the few un-noticing players catch the sign?
     
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  2. uma plata

    uma plata L6: Sharp Member

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    I think eerieone does a great job with his signs. Creative use of lighting, and some of them are custom (like the radar tower signs on premuda...those are pretty unique, and get the players attention)

    Those arrows are so common, I think they blend into the scenery for most players

    You might try labeling them (like the big circles with 'A, B, C')
     
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  3. Connect_Four

    Connect_Four L2: Junior Member

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    I love you too :)
     
  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Publicly posting their mistakes on an open forum seems to work.
     
  5. Trotim

    aa Trotim

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    And if that don't work... use more sign.

    I mean it. You could probably place 3-4 signs there, not only on the wall but also on player height (these standing wooden signs do a great job).
     
  6. Jack Riguel

    Jack Riguel L10: Glamorous Member

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    There's allways going to be players who are too either too used to knowing where to go and not reading signs, or they're just going to be idiots.

    However, in most cases, the level's design itself will help players know where to go. Using contrasting colours (like using a b/w sign against a reddish texture instead of a red sign) can help, or even proper lighting against the sign. What I've found works the best though (from looking through valve's maps), is the use of lines. For example, on sawmill there are tire marks that lead from each team's spawn to the control point. In dustbowl, there is a big trench that leads from spawn to the first point.

    Looking at the map above, even though there is a huge sign, it's pointing towards (somewhat) a small hole in the wall that is farther away, while the other way winds around the corners directly from spawn. While it's rather silly that the player missed the huge sign on the wall, I could understand that if he missed it he would believe that the path that leads forward was to the left.
     
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  7. Smetzle

    Smetzle L3: Member

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    What about this?

    [​IMG]
     
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  8. AntonJ3000

    AntonJ3000 I am inactive and make horrible maps

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    You were not the only one doing the mistake, I just recorded you because you were the one complaining about the long walk after.
     
    Last edited: Jul 26, 2009
  9. AntonJ3000

    AntonJ3000 I am inactive and make horrible maps

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    EDIT: Fuck, double-post, forgot that there's no auto-merge, sorry.

    Ok, In upcoming alpha 5 the buildings are blue-ish, do you think this will help people notice the signs? (Red on blue instead of red on red)

    [​IMG]

    (I was to lazy to do mat_specular 0, but that's not the point of the picture)
     
    Last edited: Jul 26, 2009
  10. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    I'd hope that at the point where they can see that sign, directions have become entirely superfluous.
     
  11. littleedge

    aa littleedge L1111: Clipping Guru

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    You could always put one of those signs that are up at the beginning and slide into the ground when a point is capped, like in Badwater. Just put one in the other exits that point to the right, telling you "Oh hey, go this way."
     
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  12. AntonJ3000

    AntonJ3000 I am inactive and make horrible maps

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    Ah good idea, Never thought of that :D
     
  13. luxatile

    aa luxatile deer

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    I've always kind of wondered what makes people go left out of spawn in Badwater, when RED initially spawns and go to the first point. As far as I know there are no signs telling you to go left rather than right, but I have never seen anyone go right and wonder where the hell they just ended up.
     
  14. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I believe it's because they have just walked past that raised area the overlooks the final point, and are directed to keep going straight. Then upon exiting the door further ahead logic says that going right would lead you to the area you just bypassed, so left is the proper direction.
     
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  15. HeaH

    HeaH L8: Fancy Shmancy Member

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    From the screenshot going left looks like the right way because it got that huge gate. If I was playing your map I'm sure I would go left too
     
  16. eerieone

    aa eerieone

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    it´s an odd phenomenon, most A/D & Payload Maps make Blu attack clockwise and Red defend counterclockwise

    As Blu, I tend to walk to the right side out of spawn (CW), as Red i drift to the left (CCW)
     
    Last edited: Jul 26, 2009
  17. Vigilante212

    Vigilante212 L7: Fancy Member

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    Dont do that it looks ugly and the first thing youll hear from people is not to do it. Try putting the signs on a wood backdrop to make them stand out a bit more. or like your vid the big sign on the wall and then a wood sign standing on the ground next to the wall to the left where the soldier goes into the chokepoint that way at least if he misses the first he should at least see the second.
     
  18. luxatile

    aa luxatile deer

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    Honestly though, Anton, I think you should pull a Badwater and make RED spawn closer to that shortcut, as well as facing it. For example, in Mud Bath, people would have to take a sharp left when coming out of spawn, but many didn't realise this, and instead they went straight ahead and through a really long detour, regardless of the two giant signs that I had put right in fron of their faces.

    For a9, however, I've rotated the spawns, so that this time people will face the correct direction when coming out. I've yet to test how this works (since a9 isn't out yet >_>), but I think it'll guide people quite nicely.
     
  19. SiniStarR

    SiniStarR L8: Fancy Shmancy Member

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    what about blocking the "wrong" way? Like put a 2 giant wooden doors in front and have it open when when the cart reaches a certain point?
     
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  20. MildlyMad

    MildlyMad L2: Junior Member

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    You could make a slightly angled barrier pointing towards the shortcut, that was people should hopefully follow the direction of the wall.