Nubia

Discussion in 'Map Factory' started by lillbrorsan, Jun 20, 2009.

  1. lillbrorsan

    lillbrorsan L2: Junior Member

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    This is my old Payload which i took and remade as CTF, it uses the Egypt theme with Spytech.

    Nubia is designed to be a medium sized action packed Capture the Flag map, so far no real playtests have been made possible so any and all feedback you can give me for improving the map will be appreciated!

    Steam forum thread:
    http://forums.steampowered.com/forums/showthread.php?p=10400465

    FPSBanana:
    http://www.fpsbanana.com/maps/99351

    Beta 4 Changelog:

    * Fixed many minor things (floating model, missing player clips etc)

    * Added more cover, paths and sections to make snipers less useful.

    * Kept the placement of the Intel and built a experimental base around it so it will be easier to defend.

    * Tweaked HDR to be much lower and really works now ;D
    * Tweaked some existing brushes
     
    Last edited: Jun 28, 2009
  2. eerieone

    aa eerieone

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    the overstanding pieces of stonebricks wouldn´t hold without suppot

    [​IMG]
     
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  3. Nerdbot

    Nerdbot L7: Fancy Member

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    I like it, I really wish there were more Egypt-themed maps. I can't say anything for how it plays until I actually play it with other people, though. It seems pretty solid though.
     
  4. Efhan

    Efhan L2: Junior Member

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    Maybe they are glued:confused:
     
  5. Don

    Don L2: Junior Member

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    Nice egypt map.

    Picture 2 looks a lot like dustbowl stage 1 beginning. I like it!
     
  6. lillbrorsan

    lillbrorsan L2: Junior Member

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    I'll change it eerieone don't worry :p
    Actually the idea for the Egypt theme with Spytech bases/rooms came from the map idea thread, think it goes pretty well together :D
     
  7. Nerdbot

    Nerdbot L7: Fancy Member

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    I like how you did that spytech combination, yeah.

    As a small critique, though, I think a little more color designation between each side should be done. You do have some, but I could see confusion arising at times nonetheless.
     
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  8. lillbrorsan

    lillbrorsan L2: Junior Member

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    I agree there could be more color designation, will take a look at what i can do about it, thanks Evang7.
     
  9. FLOOR_MASTER

    FLOOR_MASTER L3: Member

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    Incidentally, we tried this last night on 2f2f, before you sent me the PM. I don't have any solid feedback at the moment, but it played very well with 32 on. I definitely liked the layout - the flags are well exposed and it's not so easy to turtle.

    One thing that I'd definitely like to see is to have the HDR effects turned down significantly. It's at the level where it significantly impedes visibility. Could you release another beta with this fixed?
     
  10. lillbrorsan

    lillbrorsan L2: Junior Member

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    First of all thanks for the quick test FLOOR_MASTER, i really appreciate it and about HDR, it is something i have noticed aswell so i will try turning it down for the next beta.
     
  11. lillbrorsan

    lillbrorsan L2: Junior Member

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    Added Beta 2, fixed the HDR and some other minor stuff :D
     
  12. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Pretty much every egypt map to date has been horrible, including cp_egypt.

    What someone needs to do is fit it in with the "TF2" Universe properly by incorporating Spytech effectively, and not getting lost in the huge scale that tends to come unconsciously from the large textures.
     
  13. Nerdbot

    Nerdbot L7: Fancy Member

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    I tried that with my very first map, actually.

    Unfortunately, it was...well, my first map.

    I really like the Egypt look, but people really don't use it right, I have to agree. I think it's really visually really pretty, but no one ever really makes it work well for various reasons--too bland, not enough color designation, stuff like that. And I do personally like cp_egypt itself, but you know.

    I absolutely love those tents from Egypt though. Those have a lot of nice uses.
     
  14. pl

    pl L5: Dapper Member

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    Had a little run around in the map and it looks lovely :)
    However you may want to fix this:

    [​IMG]

    Change that trigger texture to a nodraw texture ;)
     
  15. lillbrorsan

    lillbrorsan L2: Junior Member

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    A totally missed that, thanks Phil :D
     
  16. lillbrorsan

    lillbrorsan L2: Junior Member

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    Beta 3 is now up, found some stuff i could change :D
     
  17. Ravidge

    aa Ravidge Grand Vizier

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    gameday:
    Insane sniper ranges and anything but scout had troubles getting around (avoiding snipers).
    The intel was basically impossible to defend, since if you got near it there would be no less than 4 snipers trying to shoot your head, feet and balls off.

    Tonemap controller! Blinding HDR everywhere.

    Suggestions: Make snipers less useful, build some heighvariations in the "middle ground" sections, and try to eliminate all sightlines longer than 1000~1500 units. You can have a few long lines, but make them dangerous in other ways, there should be a tradeoff, range for safety.
    Make atleast some kind of base, The intel can be outside if you want to (like now) but you have to move it further away from the respawnroom. It got quite deathmatchy while one team was just hanging around waiting for the intel to respawn.

    Good luck!
     
  18. lillbrorsan

    lillbrorsan L2: Junior Member

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    Thanks for the feedback Ravidge, i will start on the next version the first thing tomorrow.
     
  19. FLOOR_MASTER

    FLOOR_MASTER L3: Member

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    We've been trying out b4 in a 16v16 setting. The major issue now is that the spawn rooms aren't properly blocked off - enemy players can walk right into the spawn area from the side entrance/exit.