Mineshaft (name pending)

Discussion in 'Map Factory' started by c-106mc, Jun 4, 2010.

  1. c-106mc

    c-106mc L1: Registered

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    Deepmine(name pending)

    First off, sorry for the lame screenshots and equally lame name. I haven't textured much yet because I want to get a good layout before touching textures (in other words none of this "Needs more orange").
    This a gorge-style control point map. The main things I'm personally concerned about are the drop to the first point and lighting. I also want to know the more obvious things, did I scale it properly, are the points balanced, is the capture time okay, etc...
     
    Last edited: Jun 9, 2010
  2. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    First of all, it seems to be very dark in places. And there are alot of large sniper sightlines.
    More lighting and cover!
     
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  3. E.B.

    E.B. L1: Registered

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    A map in a mine sounds like a good theme once you're in the texture/prop phase. I do agree with Mr. Blob about the lack of lighting though. Since it's a mine I understand the desire to have a sparsely lit effect, but for gameplay purposes it's generally accepted that player identification (esp. their team color) is crucial and requires light. What you can do to keep the atmosphere of the mine but have enough light to have it play decently is try working with a light_environment entity. I don't know the details of how it works but if you've got a skybox in place it should allow you to put in a general amount of ambient light without sacrificing the contrast from the sparsely placed point lights. Someone else may be able to help more with this but that's at least a start.
     
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  4. c-106mc

    c-106mc L1: Registered

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    Alright, any chance you could idenitfy those sightlines and the unacceptably dark areas?

    E.B. - the map doesn't use a skybox, so I'm under the impression the light_enviroment_entity would not affect the map, it's something I'll try out if it does work though.
     
  5. DjD

    DjD L5: Dapper Member

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    I think blob means those long hallways, especially take a look at screenshot 2, a sniper can shoot people on the point being far back himself and even people behind it.
    for lights like those floodlights in screen 2 use light_spot and point_spotlight entities combined. make sure both have the same pitch-yaw-roll. it will look like real spotlights.
    for more infos about light read here:http://developer.valvesoftware.com/wiki/Lighting
     
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  6. Tekku

    aa Tekku

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    It has really big sightlines, and feels a bit open even if its indoors.
    Anyways throw in some lights, polish minor bugs, if there are some, and there you go.
    After all that submit to gameday, if there's one? and voila your map is good.
     
  7. DjD

    DjD L5: Dapper Member

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  8. c-106mc

    c-106mc L1: Registered

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    Did a name change and made some small changes, nothing worth of the number 2 though.
     
  9. DjD

    DjD L5: Dapper Member

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    good, and make sure to update screenshots if you do major changes so that others can see how your map looks at the moment.

    I'll download the next version of it as soon as you release it to test it with bots and to give you a more detailled feedback.
     
  10. c-106mc

    c-106mc L1: Registered

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    Bots don't work well on the map, they get very confused due to the height changes.
     
  11. DjD

    DjD L5: Dapper Member

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    Ok, then make sure you submit it to the upcoming gameday when all major issues are fixed, so actual players can test it.
     
  12. c-106mc

    c-106mc L1: Registered

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    After an impromptu I've found some obvious problems and addressed them.
    Red was getting lost during set up, so I added signs for both teams. I also added some more lights to get rid of those extremely dark areas. I'm not sure if I should keep the death pit around the point. Any suggestions? Does the map still need more lights (please take a screenshot in game of places that need lights, or vaguely describe the area, please!)? Are sightlines okay (again, screenshots are helpful)? Are the textures good?
     
  13. c-106mc

    c-106mc L1: Registered

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    Testing related bump, tell me me what you think needs improvement.

    I was under the impression that I needed more signs, yes?
     
  14. Ninjilla

    Ninjilla L7: Fancy Member

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    Many more signs, and the large drop mineshaft is cool and all, but it really makes it annoying to have to fall down to get anywhere quickly, especially going to point 2. Everyone falls and is lower on health on the way to the point.
     
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