PL Oak fall a2

Made by infectedfury

  1. infectedfury

    infectedfury L3: Member

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    PL_OAK_FALL

    Single stage payload map.
     
    Last edited: Sep 9, 2014
  2. Muddy

    Server Staff Muddy Muddy

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    Looks quite lovely! I'm noticing a few displacement seams in the second and third screenshots though.
     
  3. Sergis

    aa Sergis L666: ])oo]v[

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    manor oaks in playable area are more fpsunfriendly than most other props so be careful with them
     
  4. infectedfury

    infectedfury L3: Member

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    It may not last long there. just an early test. I may make a custom tree prop to use in the playable area.
     
  5. takk¥u

    takk¥u L2: Junior Member

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  6. Shogun

    Shogun L6: Sharp Member

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    Screenshots 1 and 2 look pretty open, but overall the map looks beautiful and potentially very fun! Although I am a bit worried about the area in screenshots 3, it looks like the Blu will have a hard time pushing up that spire, especially with the rollback zone and defenders spamming down from above. Only testing will tell though.
     
    Last edited: Sep 8, 2014
  7. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    A lot of this map looks pretty open. With all the height variety there really needs to be more cover.
     
  8. Zed

    aa Zed Certified Most Crunk™

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    Ah, autumn. Such a lovely season.


    Shame it's snowing outside right now.
     
  9. Ynders

    aa Ynders absolutely gormful

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    Wow. I had a layout planned for a future plr map, where the theme was going to be autumn, and a big part of the track was going to be just like in your third screenshot...





    MRW
     
  10. infectedfury

    infectedfury L3: Member

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    Download added.

    Right now the main focus of the map is the flow of it.
    The final cap is a bit under cooked right now but that will be of of my main focuses for a3

    the first 2 caps are a compressed version of 2 stages from on old map that I started about 4 years go but never did much with.
     
  11. infectedfury

    infectedfury L3: Member

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    so, has anyone had a quick runaround yet?
     
  12. Waffe

    Waffe L4: Comfortable Member

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    Bunch of feedback:

    Disable the shadows on the track props!

    Add more time to the beginning, I only had 4 minutes remaining after pushing with scout from the start to just before the A point. Add maybe 30 seconds extra PER POINT, as this is a big map. This can be adjusted later on after a couple playtests too, but rather have too much than too little, or your last points might not be played at all.

    I feel the map is way too big at the first area of conflict (BLU 1 spawn) and then the area between A and B. Playtest it first though, scale is hard to figure out.

    From B onwards I had trouble finding the pickups, either add more or move them to more obvious places.

    I made an imgur album full of feedback so check it out here:
    http://imgur.com/a/C3rHH#0
    Make sure to read the descriptions!

    Generally, map is overscaled at pre-A and A to B, feels maze-like at B to C, but looks damn interesting beyond that. Do sign it up in an imp or gameday.
     
    • Thanks Thanks x 1
    Last edited: Sep 10, 2014
  13. infectedfury

    infectedfury L3: Member

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    Most of them are already on my to do list. Thanks for taking a look around.
     
  14. HMK-3

    HMK-3 L2: Junior Member

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    such a pleasant view :3
     
  15. Another Bad Pun

    Server Staff Another Bad Pun bap

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    I swear I read "Oak Fail" every time :p (not saying the map is bad though!)

    The map looks really pretty from the screens, but it also seems very open. Open maps can still play really well, but in past experiences I've had making open maps, I've learned that they can be evil to optimize. The openness makes it difficult to separate the map into different areas for vis, and the optimization suffers. Just a heads up.
    p.s. an overview screenshot would be pretty nifty