Hellfire
L9: Fashionable Member
- Jul 9, 2008
- 601
- 142
well..one bad thing was that there is a room under the flag where some players accidently rushed to get flag,as pointer was pointing there.
another thing is central area, yea its either too big or just not enough obstacles there
some people accidently got to the enemy spawnroom after grabing a flag, or ran curcles inside enemy base trying to find the way out.
there was allways alot of fighting i n the middle so its not that easy to get away with flag, and thats good.
oh,one small thing,that displacement ramp on the left from spawn room seems not too smoth so it was sometimes hard to get up. but thats minor one.
The middle was very good - it was easy to sneak past, and at the same time you could hold up some defense there. The only thing I disliked was the fact that it was quite unclear how to get to the intel room from your spawn. I eventually found a reasonably quick route, but this usually lead to the intel being halfway across the map before anyone could react..
Tossing on my "pop-psychology"* hat.. I think a lot of the "map is large" feeling comes from:
- Landmarks and detailing which simply aren't there are this development stage, especially with some twisty stairs where you lose track of "north".
- Several places with dev-walls which are just huge faces towering over you. Once you start enclosing the roof or lowering the walls, things will feel more cozy.
If you took 2fort's vertical surfaces (and clipping planes) and replaced them with similar dev-walls, while maintaining similarly open/high ceilings everywhere possible, I think people would start getting the same feeling there too.
Experiments to play with the human lab-rats:
That may help alleviate the feeling without changing the actual floorplan.
- Use a dev texture with no grid, or a larger grid size.
- Close up some areas and add an interior dev-roof with hanging lights.
- Lower the roof if there's no point in rocket-jumping in an area.
oh yes, about drop down, it leads to enemy spawnroom..i used that once, and got chaced by 2 sollys,pyro with medic,scout and heavyso never used it anymore
Yeah, I think the issue with the drop-route is simply that it passes so close to the enemy spawn: It feels more likely to be seen and killed, and if you do die then it's harder for your team to grab the flag. It looks as if the generally-open area and close spawn-closets also allow defending engineers to toss sentries down to cover the intel pretty quickly.
Working on side area ramp down.
Yes, its the same exact layout posted on first page turned into a texture.
Ha, did i get the idea from you? I remember seeing a member do this and thought it was a GREAT idea. I must say after doing it.. it is, my scale is off but for a rough alpha it makes it fast and easy to do.
can you tell me more about this? if thats not a top secret way