Megacorp

Discussion in 'Map Factory' started by Trust, Dec 23, 2009.

  1. Trust

    Trust L1: Registered

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    [​IMG]

    Aye behold - an excitingly spectacular 5-point CP map! Set in the night, the both teams battle for the control of enemy teams central HQ building in this classically styled almost linear map.


    Paths.
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    This is a very early build. I'm looking for all sorts of feedback, from gameplay to aesthetic. Thanks!
     
  2. absurdistof

    aa absurdistof

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    Looks great if not a little complicated. Only testing will tell, submit it to gameday! (forums > events > gameday map testing, should be at the top)
     
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  3. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

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    Make sure to get lots of signs up, they are often underused yet make a map much more easy to understand and memorable
     
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  4. Trust

    Trust L1: Registered

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    Rest assured that I'll put in as much signs as it's technically possible without crashing Hammer. Huzzah! I'll put in so much signs that even a blind person will see where they are!



    Huzzah!
     
  5. Mr.Late

    Mr.Late L7: Fancy Member

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    *Open areas needs more cover, sniper can easily dominate.
    *Skybox near spawns is too low. -> Sticky jumping is hard.
     
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  6. Arkosis

    Arkosis L1: Registered

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    Many areas were very open, and cover in them was sparse. Middle point seems allright, but the 2nd and 1st were hard to attack. 2nd point was really open, seemed like sniperlands. the 2nd was also really tough to assault, since the staging areas from middle, usually had you exposed for a long time. 1st just seems awkward. the point works I guess, but it almost works in a way, where once someone is capping at the top, its hard to get up there and stop em.

    Another problem I saw was the overall scaling of the map. Many things seemed way bigger than the player, and unusually large (IE. The indoor ramp near 2nd)

    Also, Forward spawns in the middle can be accessed from the start of the game.

    Signage. You had a few signs at areas, but it didn't really seem to communicate to most. My initial runthrough had me very confused.

    overall it's looking good though. keep at it!
     
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  7. Caliostro

    Caliostro L6: Sharp Member

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    Played this today, first impression is that the scale seems a bit off, a bit too big. Perfectly justifiable for a first alpha, but you should scale it down a bit.

    The other thing is the middle point. While it's an interesting experiment, I extrapolate that it's physically impossible to recuperate that point once one team "settles in". It's just too easy to bomb it from above and overall make the point impervious. I'd say that either close the "hole" and make the point "underground" entirely, bring the point to the top or open up the top or bottom more so it's less of a "shooting fish in a barrel" thing.

    Lastly I'd recommend getting more signs up, but I'm guessing this is something that you'll do as the map matures, so I'll just leave it as a note.

    Good a1 though, keep it up.
     
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  8. Tapp

    Tapp L10: Glamorous Member

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    [​IMG]
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  9. Fireman

    Fireman L4: Comfortable Member

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    Like everyone else has already said, very big. I'm not entirely convinced by the middle point. I want to say that having the cap down in a hole like that means that anyone trying to cap is just going to be spammed to death by the other team.
     
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  10. Lancey

    aa Lancey Currently On: ?????

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    What's with this arrow? It's leaning against a wall and pointing in the general direction of a path, not to any particular exit. Move it or remove it so it doesn't confuse players.

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    This door opens very slowly and should have a lip.

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    Not the best shot, but it's very easy to hide in that corner behind the soldier. I saw a couple of players run entirely past the control point.

    Other than that, flow was pretty slow. Paths were left relatively unmarked, which meant that you'd find one and stick to it. The second point was also very open meaning that snipers could cover it very easily. The third point, however, was very closed and therefore highly spammable.
     
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  11. Trust

    Trust L1: Registered

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    Thanks to everyone for playtesting yesterday and giving me precious feedback! Stay tuned for the next release where the things you deemed broken will be fixed!



    With magic!
     
  12. Trust

    Trust L1: Registered

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    [​IMG]


    Alpha 2 coming soonish to a gameday near you!
     
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