Discussion in 'Map Factory' started by FataLOneDay, Aug 27, 2009.
I gotta say it looks really nice! I like the fact you can drop down into the point from the top.
I hope it plays as nice as it looks .
Do you plan on getting this tested on any of the TF2M servers?
spinning disk of doom
Wall of text warning!
Ran thru this map by myself. It does look neat, and I love that buzzsaw thing at the bottom of the map. But the problem is that I'm getting a lot of fps drop right when I exited spawn, around something like 30-40 fps.
The map's basically divided into four levels. The ground floor with the buzzsaws, then the capture point, then the level right above it and the sniper balconies on top of the spawn.
Unfortunately the problem is, it's really easy to snipe the other team right out of spawn. The main exits allow people to snipe from there directly to the other team's spawn. Add that to the sniper level (the top level) and the third level is going to be a snipefest. It's not good to exit spawn and get a headshot immediately afterwards. And from that spawn exit, there's a side path which unfortunately doesn't do much since it drops you down to the second level thru the slope.
The sniper level I didn't try to rocket/sticky jump into them since I found them out when I'm almost done with the map. Discounting that, it's only accessible from spawn thru an elevator, so snipers don't need to worry about backstabbing spies. I think they can snipe at the top levels pretty safely. If you'd like more direct fighting on the top floor I'd suggest removing the sniper level entirely.
What might happen is that most of the fighting will be done at the bottom two levels. From the ground floor, people will need to move to the left/rightmost sides to get to the second floor with the point. So, mostly the action is going to be at the bottom levels of the map. I wish that there's more options going upstairs though.
I can cap while standing here, you should either make the capture area smaller, or extend the hazard lines further out so it matches the capture area.
The stairs aren't playerclipped yet.
I can snipe from right outside my spawn towards the other team's spawn. Also, sniper balcony.
Somehow I thought these two doors can be opened. Perhaps you can place a sign?
There's an elevator here. Not sure what everyone else thinks about elevators, but for me this one goes back down very quickly (and the one by the sniper balcony too).
The side route from the blu spawn's main exit, which I don't find particularly useful. Perhaps you can make a path to the area outside red's spawn so spies can help take out snipers.
Thank you very much for these comments and feedback. i know there is a little FPS problem in the spawn rooms. I'm working on it (still beta ). I hope map will be more stable next versions.
- Cap area will fixed next version.
- Yes, i used some hl2 textures but they're looking good for these parts.
- Stair will fixed next version.
- Maybe i can scale up sniper windows.
- i'll check elevators too.
- i'm thinking on it.
This map looks great, I love the use of space including the vertical drop down to the control point area. I would follow PenPen's advice and fix those bugs/gameplay problems - then you can finalise this map. Looks great so far!
its soo good :'(
captured the underground missile base fell pretty well!
Hey the map's looking good so far.
One problem I have is with the first screenshot - it looks like there is entirely too much hazard trim placed, well, everywhere. I think it would look a lot better if you streamlined it and didn't make it so complicated. I also think the area in general seems way to busy in general - there's all kinds of styles and things going on that don't really need to be, you can cut out a lot of those rails for example, there are doorways that just drop off a couple of stories, etc. It just seems weird.
The other problem I have is with the last screen shot. I see no reason why the cobweb is there, and it looks out of place.
I also noticed that, besides the 1st and 5th screen shot, the map looks basically like one floor with little to no height variation. You can see stairs in the 3rd screenshot, but it looks like that upper floor has little impact on combat for that area.
I'll try to take a look and run around the map when I can for more comprehensive feedback, so I can be more knowledgeable about the map, but the main problem seems to be lack of focus on details (streamline and focus the detail in some areas) and mostly one-level layout with a lot of "hall way leads to room leads to hallway"-style design.
But that doesn't mean I think it looks bad, it does in fact look like a very promising start.
Thanks for comments and i'm waiting for your feedback.
- too much hazard signs because this base is a very powerfull and dangerous place.
- cobweb is a little fun detail but it can be remove.
I agree, the snipers are invulnerable, except to other snipers and their sightlines give them too much advantage.
Getting sniped straight from spawn is no fun, and with the elevators being the only way up and inside spawn, two things happen:
a) Spies and others can't get up there to take the snipers out
b) A griefer on your own team can prevent you as a sniper getting to the top level by stopping you using the elevator, thus allowing the other teams snipers to dominate your team. There was a griefer on today acting like a complete idiot preventing anyone using the elevators by standing underneath them.
Hey there, did a fairly quick run through of the map.
I can say that I think the spawns need to be more secure given how small and open the map is, it seems like it would be painfully easy to spawn camp with the open stairs down to the middle floor. I would probably just cut off access to that bottom room completely and put in some doors at those 3 exits instead.
I also don't feel the top side areas are that necessary as you can only really impact the middle with that weird door that leads to no where. If you sort of opened the window and allowed people fight from the battlements then it might be okay, if there was some way the enemy team could get up there to defend.
I also agree that the top floor kind of needs to go, but if you want to keep it, move the lights out of the way. I noticed that they are right in the way of the sniper and sort of ruin those windows.
The pillars in the middle are kind of awkward and if you want pillars then I would suggest having four pillars at the corners of the cap point, but that's if you want pillars at all. I would prefer if they were just removed period, I don't see a reason for them to be there - they really just make the space way too small.
There are various clipping oddities that I've tried to point out as well.
Anyway, here are some pics:
Otherwise, I thought the map looked pretty fine. A bit small and cramped, not really an innovative layout and has some questionable areas (mainly areas at the top such as the sniper balcony, the door off the cliff and the campable spawn), but not too bad otherwise. Details are done pretty well.
Hope this helps.
first, thank you. Second, i'm working on b5 and i'll change lots of things according to feedbacks. I hope map will be more stabil and fun.
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