Midget (Working Title)

Discussion in 'Map Factory' started by Fraz, Jul 24, 2009.

  1. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    No Name
    by Frazer "midget31394" Grant
    Contact @ midget31394@hotmail.co.uk

    This will be a 5cp push map (once my computer returns to me) set in the desert (dustbowl theme) at night. Yeah, thats about it!
     
    Last edited by a moderator: Aug 29, 2015
  2. Butter me

    Butter me L1: Registered

    Messages:
    7
    Positive Ratings:
    1
    from what i can see this is tiny and the screenshots are pretty much the same, but cant give you help with out a download. ill keep my eye on this tho it sounds like it could be fun.
     
    • Thanks Thanks x 1
  3. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    Alpha 1 - Stage 1 RELEASED!!


    Download and feedback on:

    Layout, (Too large, Too short, not enough height difference? Too many/Too little routes)
    Size
    Cap times etc
     
    Last edited: Jul 25, 2009
  4. Hanz

    aa Hanz Ravin' Rabbid

    Messages:
    844
    Positive Ratings:
    466
    Well, this map is imo better than your previous map. The map isn't that huge anymore. :) I think the layout is kinda good, but maybe give blu some more cover in the beginning.

    The cap times could be a bit longer, maybe you could look at dustbowl for a good captime. :)

    And there was also a setupgate not opening. :)
     
    • Thanks Thanks x 1
  5. zpqrei

    aa zpqrei Theme Changer Extraordinaire

    Messages:
    1,066
    Positive Ratings:
    1,122
    Everything said here, and spread out the ammo/health.
     
    • Thanks Thanks x 1
  6. H-land

    aa H-land

    Messages:
    53
    Positive Ratings:
    39
    Playing this map, I found that it seems to have a lot of potential, though it could still use work.
    There's no signs anywhere, and that's an issue, for one thing. Secondly, health and ammo are very scarce, though at the same time, having two full health and ammo crates in the cubby by the first point seems rather redundant.
    The platform above the first point, as I'm sure you remember me testing, does not allow for engineers to build on it, since it's placed too high. Having at least a medium health kit would help encourage demomen and soldiers to use it, too, as it would hopefully at least begin to make up for health that would have been lost explosive jumping.
    The winding side passage that... I think it was you that encouraged that engineer to build a teleporter there, right before I punched his teleporter to pieces. That passage definitely needs health, and if you want to encourage engineers, then add metal.
    The platform that comes from RED spawn, the obnoxiously orange one, should have the crates by the sniper fence made breakable (or deleted), since they make speedy getaways for BLU soldiers and demomen who've jumped up onto the platform harder than they probably should be, and since they take away a handy building spot for engineers. It would also make sense to make a way for non-explosive non-triple jumping (can you triple jump up there?) classes to get up there, or to add guardrails on the section by the last point.
    The blue ramp by CP one doesn't make sense in how it has no- that is to say, that it makes an acute angle with the wall at the bottom doesn't make sense, and it would seem logical to create a bit of flat ground at the bottom of it instead. I never honestly saw that ramp used, but that may just have been because of that unorthodox... low side type thing.
    The cap time for the first CP seems rather short, though I didn't find that it impaired the fun of playing the map while we were playtesting, so I might not change it (yet) if I were you.
    On a final note, the spawn rooms seemed rather bare, and might do with second resupply closets, if only for looks.
    Pretty much all I have to say. Or at least that I can think how to.
     
    • Thanks Thanks x 2
  7. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    27th July 2009 - alpha 2: stage 1 released
    • Added Cover in first area.
    • Fixed Setup Gate Opening
    • Changed Ammo/Health positions and sizes
    • Added ammo to a side passage per request
    • Made use of the obscure blu ramp at cp 1
    • Added some props and things to blu spawn.

    Again Feedback would be awsome!
     
  8. zpqrei

    aa zpqrei Theme Changer Extraordinaire

    Messages:
    1,066
    Positive Ratings:
    1,122
    Lookin' good. Awaiting a playtest :3
     
    • Thanks Thanks x 1
  9. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    Alpha 3 released!

    Added a second round. That is all :3
     
  10. Hellfire

    Hellfire L9: Fashionable Member

    Messages:
    601
    Positive Ratings:
    142
    looks promising,but some big issues make it worse

    >setup broken
    >one of blu lockers broken
    >gates broken
    >respawnroom entity not working
    >no "nobuild" in spawns
    >strange ammo\health placement
    >oversized areas
    >no SG spots (good ones) at any cap
    >no vertical gameplay (ALL point on same level)

    i hope you will listen to this..and not think i hate it or smth. it just need a hell lot of work
     
    • Thanks Thanks x 1
  11. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
  12. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    I figured out what was wrong with the setupgates and setup :3
    I've fixed the resupply for blu
    I've nobuilded the areas in spawn.

    I am now currently working on making things more vertical, and smaller.
     
  13. Hellfire

    Hellfire L9: Fashionable Member

    Messages:
    601
    Positive Ratings:
    142
    great,i thought you were not listening to us, good to hear i was wrond :D looking forward for a4
     
    • Thanks Thanks x 1
  14. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    Alpha 4 Released!

    • Fixed Setup on stage 2
    • Fixed Blu resupply in stage 2
    • Added nobuild to the area around spawn
    • Fixed being able to shoot through some doors
    • Removed a 128 unit fence at Stage 2 - Cap 2
    • Added staircases to the buildings around first point - stage 2
    • Added windows on some buildings
    • Added a ramp to get higher for defence: stage 2 - cap 2
     
  15. Trotim

    aa Trotim

    Messages:
    1,180
    Positive Ratings:
    993
    Some small things:
    1. I know these brushes are placeholders for prop stairs, but don't forget to playerclip a ramp over it (Screenshot)
    2. Floating spawnroom door slider wheel (Screenshot)
    3. This is the place I meant when I said nobody ever went there; it was pretty much useless (Screenshot)
    4. There weren't enough ammo kits/health packs in general; this one room seemed appropriate for full ammo/full health (and I think some players expected it there) (Screenshot)

    Some props had wrong solidity settings (crates come to mind), and that gate over the second CP of stage 2 was confusing as they are usually used as one-way gates (which it wasn't).
    Don't sweat these things though, the most important thing is making the playable map area smaller.
     
  16. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    Gameday bump! Sorry I couldn't make it, I thought I could, but I couldn't. Any thoughts/screenshots/ragez would be awsome. :3
     
  17. Psy

    aa Psy The Imp Queen

    Messages:
    1,705
    Positive Ratings:
    1,466
    This screenshot pretty much sums up the main problem with this map.

    [​IMG]

    You really need to reduce the amount of lengthy lines-of-sight. There was one on Stage 1 leading all the way from the area between Cap 1 and 2 to RED's spawn exit. We're talking a distance greater than 50ft.
     
    • Thanks Thanks x 1
  18. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,741
    Only played once so i can't say much but here are some observations:

    Its quite large, you could possibly do with shrinking it down to .75 of its current size.
    Red had quite a hard time attacking. but thats not necessarily too bad in itself.
    stage 1, the SGs by the final point can be hard to get near to sap for spies. They can 'pincer' enemies making it hard to take them out too.
    Definitely not enough ammo near the points, its very hard for engies to set up.

    your destructable crates also have no collisions, but that might be inherant in the model. :(
     
  19. Terr

    aa Terr Cranky Coder

    Messages:
    1,591
    Positive Ratings:
    405
    Not to sound too dour, but the most actionable criticism is generally negative: :p
    • Dimensions are just too big, makes the whole thing a sniper fest.
    • Health/Ammo seemed very scarce.
    • Spies should be able to reach the upper level above the 1-2 point in order to sap things.
    • 1-2 point did indeed give rise to a lot of "crossfire" sentry configurations.
    • Most areas need more props and obstacles to reduce the sentry/sniper dynamic.
    • Spawn door needs to have some line-of-sight breaks so that you can't get sniped in the head when you open the door.
    • Nobuild in spawn area to prevent griefing.
     
    Last edited: Aug 8, 2009
  20. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    Alpha 5 Released!

    • Changed/Added Health and Ammo
    • Scaled Down some sections in stage 2
    • Added to tunnel to s1 - c2

    I know this isn't a huge update, but I haven't been working on this, and I couldn't make it to the last gameday it was on, so this is just a quick thing until I can get testing and see things more indepth.