Mineshaft

Discussion in 'Map Factory' started by Ace, Sep 9, 2009.

  1. Ace

    Ace L3: Member

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    This is my map mineshaft, started it ages ago - (in my on-going attempt to prove that a first map can be decent).

    Took along break during exams and most of holidays but now I am back tidying it up and sorting it out.

    It's a 5 CP map similar to Granary.

    Hopefully I can get a few playtests and see what people think, and decide what needs sorting out with it.
     
    Last edited: Sep 9, 2009
  2. slayer

    slayer L1: Registered

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    It looks good so far. Like you a also want to "rove that a first map can be decent". Can't wait to test it.
     
  3. RedWatch

    RedWatch L1: Registered

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    Pretty cool.
     
  4. Ninja

    Ninja L1: Registered

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    looks sweet cant wait to test it :D
     
  5. Uriak

    Uriak L8: Fancy Shmancy Member

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    Gameday feedback : played pyro and soldier

    Sorry for being rude, but is this ant fortress ? The layout is somewhat really tricky. Of course there is a fair dose of sideways but I didn't enjoy much the experience :

    The outdoors lacks some emptier space and somewhat felt too big, because of the many many curves one has to take to reach the goal. Take your middl spawn : you respawn, and you have to take a double stairs volley, then go along the glass sided corridor, etc. But then, there is an alternative...
    Indoors, the mine. Corridor thin enough to let only one player + many dead ends = playing panic. What are : scouts/pyros/spies supposed to exactly do in those underground tunnels ?
    Worse, the constant and brutal changing of direction + changing of vertical level destroy every tiny bit of "smoothness" in the gameplay. You did use sign but once you've fought under there, you can be totally lost about where you're facing and what you're supposed to do.

    So what should be done : enlarge your underground area to let every tiny bit (exept dead ends) to be at least twice or thrice the player size. Remove/smoothen/simplify some map transitions, players may want to go through "S" or "N" shaped passages, but "W" or more are a no go. On outdoors, give a bit more room for players to "breath". Add signs, signs signs and detail your underground zone to give navigation hints : One wants to know where he is just by looking at his surroundings.

    Good luck
     
    Last edited: Sep 11, 2009
  6. Ravidge

    aa Ravidge Grand Vizier

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    I had so sense of direction on this map. Right out of spawn I was dropped into a mineshaft with no signs and atleast 2 deadends, I was completely lost for a good while... then I managed to find a point, then I got lost again.

    I had to switch to spectator for a minute to figure out the layout, because I couldn't make sense of all the tunnels and everything in my head.

    You need to work on improving the flow of the map, having players loop back and turn around to reach the next area is not good for gameplay!

    I was really impressed by some of the displacement work! Looked really nice, but could've played better.
     
  7. Ace

    Ace L3: Member

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    I can sort out the dead ends easily, and improve that section, but I really need some advise as to how I can sort out the other bits you guys talk about.
    Not sure which other bits need improvement, I'll admit that while the props and decals are not finished it looks repetative in parts, but I really need screenshots or something to show where you think other major problems are.
     
  8. Excalibuur

    Excalibuur L2: Junior Member

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    I like the idea for the theme, looks rather nice for a "first map"

    Excal