Morras Castle

Discussion in 'Map Showcase' started by Sergis, Jul 20, 2010.

  1. Sergis

    aa Sergis L666: ])oo]v[

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    This is a Gothic series inspired Dustbowl style Attack/Defense map. In the first stages, the attackers are trying to take the outskirts of the castle. The last stage takes place inside the castle itself.

    The map is made for regular play, not Medieval Mode.

    Fun fact: there's a blood pentagram in this map, its first iteration had 13 alphas and the 13th alpha was tested on Friday and contained 666 displacements. RC1 was posted on a full moon and post on SPUF was my 1111th :D

    Another fun fact: I've been hammering at this map since the summer of 2009 and I never doubted for a second that I'd finish it.
     
    Last edited: Feb 23, 2013
  2. Engineer

    aa Engineer

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    Feels like the rock texture is a bit overused. Otherwise it looks nice.
     
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  3. Doppler12

    Doppler12 L1: Registered

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    A few issues
    Code:
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window_large.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window_large.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/rock_waterfall.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/waterfall001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window_large.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbedfence_set01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbfence001_reference.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbfence001_reference.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbedfence_set01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbfence001_reference.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbfence001_reference.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbfence001_reference.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbfence001_reference.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbfence001_reference.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbfence001_reference.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbfence001_reference.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/rock006.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window1a.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window1c.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/cliff_wall_01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbedfence_set01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbedfence_set01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbedfence_set01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbedfence_set01.mdl)
    
    And you need bigger spawn rooms
    Code:
    Spawnpoint at (-2848.00 -1920.00 -103.00) is not clear.
    Spawnpoint at (-2784.00 -1920.00 -103.00) is not clear.
    Spawnpoint at (-2784.00 -1984.00 -103.00) is not clear.
    Spawnpoint at (-2784.00 -2048.00 -103.00) is not clear.
    Spawnpoint at (-2784.00 -2112.00 -103.00) is not clear.
    Spawnpoint at (-2848.00 -2112.00 -103.00) is not clear.
    Spawnpoint at (-2976.00 -1920.00 -103.00) is not clear.
    Spawnpoint at (-2976.00 -2112.00 -103.00) is not clear.
    Spawnpoint at (-2912.00 -2112.00 -103.00) is not clear.
    Spawnpoint at (-2912.00 -1920.00 -103.00) is not clear.
    
    Now on to critiques.
    Some things:
    Player clip your stairs please, yes I know, they're not really stairs anymore just really pretty ramps, but it makes it easier to play that way.
    I feel it could use more signs and less health and Ammo, especially around point A.
    And I'd recommend the health and ammo around the last point be accessible to all classes while also being smaller that full size.

    Lighting:
    Those nice spiral stair cases in Point A's towers have no lights and its impossible to see. Also several houses around point C have no lights.
    There are also some other marginally dark places around your map, forgot to take pictures

    Points:
    Point A has a ledge that hangs over your stairs in the middle the effectively make them very annoying to use cause you get caught on the lip.

    Point C has a large gate the goes over to the cow cutouts that has an invisible wall, I'd recommend putting up a barrier of some kind that lets the player know they can't go that way.

    Point D I couldn't find a real reason to have the upstairs there. There were also a lot of ledges and buildings that you could traverse on top of.

    Point E feels like it will be nothing but horrendous amounts of Spam and death for the attacking team.

    Point F (for Final and alphabetical) has a really small capture zone and is against a wall, either move the throne away from the wall of make the capture zone slightly larger.

    Paths:
    Red team has no reliable way to get from point B to point A.
    the path from Point A to Point B has the cave, well either raise the stairs up or lower the cave floor a bit because you have to jump from the stair landing to get into the cave.
    As said before just a few more signs I found it kind of hard to find the last point.


    I'll probably post pictures later but I have to go to work (seventh day in a row) and it's going to take 30 odd minutes to upload on my crappy connection.
     
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  4. Sergis

    aa Sergis L666: ])oo]v[

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    you mean castle wall texture? it is pretty much everywhere. i'll try to place some building in front of walls so that less of it is visible.


    since it's alpha, i dont really care about this yet
    i've checked it. those spawnpoints actually look clear. i dunno whats causing this.
    it'll be fixed tho :p
    this is alpha. and im lazy. although yes, i really should playerclip all stairs before going public
    more signs are coming. health and ammo will be placed and deleted a myriad of times before i finish this
    actually any class can get there. takes me at least 5 tries as a heavy tho
    that is on my todo list
    will fix
    strange. i thought i playerclipped most roofs
    i actually haven't even decided what i'm gonna build around the arena. that point's layout is far from finished
    will most likely fix
    i'll look into that
    tbh i haven't figured out what sign to use for arrows to last point. so far best idea i have is red star made of brushes. not sure how obvious that will be tho. and i dont really want to make custom sign. i'll have plenty of custom stuff when i start making props out of most complex brushwork
    well it looks like pictures won't be necessary :p
     
  5. Tekku

    aa Tekku

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    I am really looking forward to see this.

    Anyways, you could try to request or make a hay roof texture, since most of medieval houses had a hay roof.
    Also i think that the building in screen 5 doesn't fit, maybe a market place or something like that in its place?
     
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  6. Sergis

    aa Sergis L666: ])oo]v[

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    i used nature/ground_01 texture on one of the roofs. looks better than wood everywhere but im not sure if it looks hay-ish enough
    it looked better when it was made of wood. i changed it because the wood texture was getting overused too and i was making all three stage 2 controlpoints have the white brick walls.
    also im not sure how i could build a good enough marketplace that would have a control point, be not too open, not too repetitive and be close to gothic series markets. i'd rather keep the arena there.
     
  7. gastrop0d

    gastrop0d L3: Member

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    The cobble stone texture you're using for the castle walls is way too noisy/busy, imo. It's very distracting to the eye and would get tiring after some play, I think.

    I'd recommend finding a lower contrast texture. One thing you could try is editing that cobble texture and just lowering its contrast a bit.
     
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  8. Wilson

    aa Wilson Burial by Sleep

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    :angry:

    You should, console spam is stupid, gets on your way when trying to look at info and nobody likes it anyway.
     
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  9. Sergis

    aa Sergis L666: ])oo]v[

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    agree, it looked a lot less noisy in low shader detail. however its not so bad in small patches or in shadows imo. i'll try to just put some stuff in front of the brightest walls first and see if it helps

    also i have no idea how to edit shader info

    sometime later :p
     
    Last edited: Jul 21, 2010
  10. Sergis

    aa Sergis L666: ])oo]v[

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    a8 bump.
    i hope i pakratted everything properly
     
  11. Sergis

    aa Sergis L666: ])oo]v[

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    a9 bump.
     
  12. Sergis

    aa Sergis L666: ])oo]v[

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    a10 bump.
    also submitted for friday gameday.
    i really hope my pakrat skills haven't failed me :D
     
  13. Dain

    Dain L3: Member

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    Looking forward to playing this on gameday. I really like the theme.
     
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  14. Sergis

    aa Sergis L666: ])oo]v[

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    well unfortunatelly it looks like it wont be played this gameday :p
     
  15. Sergis

    aa Sergis L666: ])oo]v[

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    gameday bump. i made it this time :p
     
  16. Mr.Late

    Mr.Late L7: Fancy Member

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    - It is wayyyy too big and overscaled for Team Fortress 2
    - Blu respawn time is too long

    +Theme is cool though.
     
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  17. Dain

    Dain L3: Member

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    Convert this to TC; it's way, way, WAY too big. I spent 9 tenths of the time just wandering around and hoping I'd find my way. The point naming scheme was confusing, and there need to be more signs.

    On a better note the map looks gorgeous.
     
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    Last edited: Aug 25, 2010
  18. Toast

    Toast L1: Registered

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    This.

    Apparently i'm the only one who could find their way round aswell, :p
     
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  19. Dain

    Dain L3: Member

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    hell, I got lost while spectating

    then when I zoomed out to see the whole map I couldn't because I had to go so far out that fog obscured everything

    also if you're not going to convert it to TC at least make it so that when it changes to stage 2 you can't enter the stage 1 areas. Do the dustbowl/goldrush thing where chainlink fences appear to block you off. oftentimes I'd wander back into the first stage with no clue that I was meant to assault the castle.

    In general cull the unecessary sidepaths and courtyards inside the castle, and add more signs.
     
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    Last edited: Aug 25, 2010
  20. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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    too big. push in some of the walls. and its confusing in beginning with the backwards hud thing
     
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