Opus

Discussion in 'Map Factory' started by DjD, May 23, 2010.

  1. DjD

    DjD L5: Dapper Member

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    Yo,
    typical 5 cp map with symmetrical layout, shaped like a "S".
    The gameplay shouldn't be slowing down, I added a forward spawn for the team that caps the 2/4.
    The map takes place at a trainyard at night shaded by the moonlight. There are also elements present which resemble construction sites, e.g. the last point which consists of a platform being lifted up by a crane.

    Still needs some optimization and detailing though, especially the spawns,
    this release is just for testing the gameplay on it.

    To-Do-list:
    -Basic Optimization
    -More lights
    -Details/Props in the spawn areas
    -skybox revamping
     
    Last edited: Jun 13, 2010
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    1) From what I see in the first screenshot, that point is going to be hell to attack. Not only are there three narrow paths to it, the pit below the point is going to be a pain in the ass as well. 5CP maps are designed to give the team that caps the mid momentum; I think that the last point will cause a balance of force and...well, make the game boring.

    EDIT: Also, take another look at your texture choice: how is a wooden support being held onto a plain concrete wall?

    2) Please turn off shadows on your tracks.

    3) Does the forward spawn enable when a team caps mid, or the 2/4 point? If it's the former, I suggest changing it to the latter; attacking a point right next to a spawn is going to be hell.

    4) Those cones at mid better be nonsolid.
     
    • Thanks Thanks x 1
  3. DjD

    DjD L5: Dapper Member

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    Ok, thanks for the feedback.
    I now changed alot of things like I added a new tunnel for the attacking team on the 2/4 point to have more possiblities, and the forward spawn enables now when the 2/4 point is capped.
    The download is updated, too.
     
  4. DjD

    DjD L5: Dapper Member

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    Bump. Big update to a5. Needs some feedback on the layout etc
     
  5. DjD

    DjD L5: Dapper Member

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    update to a6, all known bugs and issues solved + added new path for attackers and broadened ramps on final cap
     
  6. Eugenio

    Eugenio L1: Registered

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    You should work more on the map :)
     
  7. DjD

    DjD L5: Dapper Member

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    I do, thats why it gets updated every other day
     
  8. Time

    Time L1: Registered

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    The wooden support on the concrete wall seems quite awkward.
     
  9. DjD

    DjD L5: Dapper Member

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    was already fixed, i just didnt update the screenshots since i abandoned that map