CTF mansion

Discussion in 'Map Factory' started by ConradBenderfry, Nov 25, 2013.

  1. ConradBenderfry

    ConradBenderfry L1: Registered

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    Mansion (New Concept!)

    Hello, fine people! After the feedback I received decided to scrap primary concept completely. I have literally broken the old concepts, used many parts from "mansion_beta" and refitted into a map, that is more condensed and for that may be more fun to play. It doesn't brake any new grounds in terms of gameplay, but it introduces parts that could make the map little less dull. Like, for instance I added pitfalls!!! Who doesn't love them? That alone makes maps 100% better in quality :p
    It is also better optimized, because of its smaller size and it basically has no models - it is a bare bones mid-alpha.
    Things left to complete before Beta:
    1. Complete optimization
    2. Balance gameplay
    3. Add ambient_generic
    4. Add cubemaps
    5. Add some cool easter eggs!
    6. To make a decent spawnroom
     
    Last edited: Dec 7, 2013
  2. Egan

    aa Egan

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  3. Pocket

    aa Pocket func_croc

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    A big problem I had was the optimization. The map is physically impossible to optimize properly given how it's laid out. As soon as you spawn, there's an open doorway leading towards a big open area and a building with not enough solid walls to obscure anything, so it ends up rendering nearly the entire map. I haven't had a map tank my framerate this badly since I still had my old video card.
     
  4. ConradBenderfry

    ConradBenderfry L1: Registered

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    Thank you all for the feedback. It's obvious that the map should have been released way earlier for easy problem addressing and as I recall, there are plenty of those, which I'll try to address now:
    1. First of all, the optimization. Yes, indeed it is an fps killer, because the optimization I included in this version is extremely poor. It is apparent that the biggest framerate drop occurs on the upper level and the spawn, as the prop condensed parts of lower levels are almost completely rendered simultaneously. I hope to include some decent optimization in later release, but damn that thing for me is a tough son of a bitch to handle..
    2. Do have in mind - spawn room and outside level are not completed, and now, I'm thinking of completely changing the layout of the mansion itself, though I haven't changed my mind on that yet.
    3. Directional signs will be added and non-clip props deleted/changed, rest assure on that.
    4.
    Layl, I'll probably add that later, as there is no ambient noises added yet. :p
    Again, thank you for the feedback.
     
    Last edited: Nov 28, 2013
  5. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    I didn't have any issues with framerate myself, I never had a drop below well, 120ish. It's anecdotal evidence but the fps problem may stem from something else. However good optimisation is still a good idea.

    However, onto the layout. The biggest problem with the map is that the mansion itself is essentially optional. Once I discovered the way to the intel, and the halls beneath the mansion, I literally only had to enter the mansion to come up one staircase, walk 2 meters and go down the enemies staircase. I spent the entire next rounds just running through these as a scout, barely running into any enemies because the rest of the players were fighting it out in the mansion above.

    You basically have two parts to your map; the upper mansion, and the lower hallways. Which can work! But not in CTF. In CTF you need to funnel your players through the middle in order to make it a challenge for the intel carrier. Take a look at the most successful ctf maps in game, such as turbine and doublecross. When you're carrying the intel, you're forced to run across open ground through mid and paths that disadvantage you. The only disadvantage I had when delivering intel was running into a soldier in the tight corridors was death (something you may also want to look at).

    Also, the return time on the flag is really long for some reason? Might not hurt to trim that back.
     
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  6. ConradBenderfry

    ConradBenderfry L1: Registered

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    Actually, I'm really starting to favor the idea of including the mansion part to the lower levels and scrap the original idea completely, because without proper testing before release I was damn clueless of how easy it is to snatch the intel being right under the opposition's nose. Trying to make mansion only partly important and mostly optional was not a good strategy..
    Well, damn, it is a shame to lay a lot of long and hard work to waste, but if major rework will provide better gameplay, then so be it, though I'll probably change little of lower level itself.
     
  7. ConradBenderfry

    ConradBenderfry L1: Registered

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    Just made major changes to the map as it is now in mid-alpha!