monument

Discussion in 'Map Factory' started by Languid, Jan 19, 2010.

?

Ch-ch-changes to be made

  1. Extra path to the middle flag

    0 vote(s)
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  2. Extra path to capture zones

    0 vote(s)
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  3. Capture zones to be moved forwards, to a new location further away from spawns

    0 vote(s)
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  4. another exit to the spawn rooms

    100.0%
  1. Languid

    Languid L5: Dapper Member

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    New theme and stuff, now it fits the name. Sightlines hopefully cut down drastically, and new routes should make things more fun to play. Centre area completely reworked because it sucked.

    Special thanks to boojum for his pack, ace for his environment gallery and Ravidge for the odd light and model combinations laid out in his pack. Oh, and an extra special thanks to :carve:
     
    Last edited: Apr 14, 2010
  2. Psy

    aa Psy The Imp Queen

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    Environmental deaths - a big no-no in comp maps!
     
  3. Languid

    Languid L5: Dapper Member

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    ah, but you see, they are purely for show. Playerclipped apart from the edge of the capture zone. I'll try and throw up an ms paint sketch to show where it goes
     
  4. Psy

    aa Psy The Imp Queen

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    That will still be a problem as most players will think they can rocket/sticky jump over the sides of the cliff to the capture point then they'll suddenly hit an invisible wall and rage at the fact they wasted their HP for what appears to be a perfectly possible jump.
     
  5. Languid

    Languid L5: Dapper Member

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    True. The current capture point has quite a few problems with it at the moment apart from that, so I guess I posted the thread for suggestions about where to move it to.
     
  6. lockitup

    lockitup L2: Junior Member

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    I dont like how the back of the blue signs are red and visa versa. Also the signs on the floor confused me, I think red is supposed to be blue and visa versa as well here too.

    Also I somehow spawned in red base as blu and got stuck.
     
  7. Languid

    Languid L5: Dapper Member

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    updated to a6f after about a month woooo. Tell me it sucks, folks.

    Here's a (sort of) money shot:
    [​IMG]
     
  8. Snacks

    Snacks TODO: Clever title

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    a6f:

    no respawn visualizers
    high spawn door exit not filtered
    very dark
    flag spawn building has nodraw on underside
    symmetry and circular shape make it confusing as to where I am
     
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    Last edited: Mar 16, 2010
  9. Pocket

    aa Pocket func_croc

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    Money shot is right. I want to be able to get up on that bridge so bad, but I can't. In fact, I can't even see that part of the map from within the playable area, partly on account of there not being any vantage point high enough and partly on account of the map being so dark.

    I'm reminded of a line from the Portal commentary. Players kept looking at the balconies overhead and feeling cheated when they discovered they can't actually get to them, so Valve redesigned the level so that players would actually end up on that balcony in the end.

    Something to think about.
     
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  10. Languid

    Languid L5: Dapper Member

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    I'll keep that idea in mind, but at the moment the bridge acts as a height block to stop flag carriers sticky jumping half the map.

    A6g is up! Thanks to snacks for the help.
     
  11. Languid

    Languid L5: Dapper Member

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    More money shots from places you can never reach! (and one place you can)
    [​IMG]
    [​IMG]
    [​IMG]

    Next time, AA!

    Red and Blue spawn detailing (they aint gonna change), then a7 will be out and hopefully tested. A map always needs testing
     
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  12. Languid

    Languid L5: Dapper Member

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    ---------------------------------
    a8x (yeah, I skipped a number)
    *some hinting and fade distances
    *wooo detailing, middle looking nice, flag cap zones looking allright, red spawn (sorry blu!) looking kinda nice

    blu doesn't actually have any disadvantage from this, it's just detailing.

    _8x for xtreme because I finally got rid of the big imposing concrete block look and started the path towards spytech perfection.

    [​IMG]
    money shots all day every day

    Testing then I'll implement changes I've been cooking up

    EDIT: Oh yeah now it has snow
     
  13. Languid

    Languid L5: Dapper Member

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    Woo I'm on fire today, another version out

    a9a - new route to the intel

    gotta go sleep now
     
  14. Languid

    Languid L5: Dapper Member

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    bump for completely changed everything. hopefully snipers won't be as powerful. The centre has been completely changed, as it wasn't working. New routes mean that there is plenty of ways to reach the cap zone, so if you go past the enemy spawn you're doing something wrong.

    New Mid:
    [​IMG]

    New route (2 views):
    [​IMG]
    [​IMG]


    Eye candy:
    [​IMG]
     
  15. luxatile

    aa luxatile deer

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    I think the map looks great, but consider this.

    Most of the team may take the short route around the back that leads right to the cap point, and then start camping it. There's little you can do if someone's already begun camping the cap room, because there's a height advantage and everything. Then just get a Scout to run freely from the middle to the cap, which just happens to be an incredibly short route. You'll absolutely dominate the map, which is what happened during gameday.

    So I propose that you make the capture room easier to access for its team, and that you make the route from the intel spawn to the cap much shorter.
     
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