CP orange_roundabout

Discussion in 'Map Factory' started by mishi, Aug 7, 2014.

  1. mishi

    mishi L1: Registered

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    A 5 cp orange map designed for a funserver that runs a lot of instant respawn orange maps.

    I remade the map after it was tested here and only kept the capture points since they seemed to work ok. I think that I might have to remake the CP A area though since it turned out a bit too large, but I want to see how it plays out. I'll try to find a new name, too since this doesn't have much to do anymore with the previous map.

    ToDo:
    - fix lightmaps
    - adjust capture times
    - possibly remake CP A
    - make it more clear when the B gate opens
    - make things look less ugly
     
    Last edited: Nov 11, 2014
  2. Dr. Sasha

    Dr. Sasha L4: Comfortable Member

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    Chaotic and but unique. Exactly what an orange map should be like.
     
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  3. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I like this map. There's some fantastic curved geometry here, and some very clever shapes. It's fairly aesthetically pleasing- for an orange map, i'm not partial to the look myself- and the gamemode should prove interesting for the single-arena design.

    I worry about how open it is though. Good snipers will slaughter on this map, simply because there's nowhere to hide. This map deserves more than the "snipers and scouts" gameplay you get on big open maps.

    I'd consider splitting it into seperate combat areas with routes between them, like gravelpit. Yes, I know that's missing the point, but it will become far more managable- by cutting up the massive open area, snipers lose a lot of their power, and by having narrower combat areas between them, close-range classes like pyros and heavies get a chance to fight too.

    I think that some of your tunnels and side-routes are too small. Personally, I'd recommend that a route through a tf2 map never be any smaller than 192 wide by 128 high. This means that there's enough room to dodge and fight in these areas, not just spam at the enemy. For small routes like those through the triangular "hills", you can maybe go down to 128 wide, but that will feel narrow and constricting to the player, and really all you can do with that kind of area is run through it. The walkways up onto the central point are also really narrow- again, an area needs to be wider than that, or you can't fight on it, all you can do is run up it.

    The points are really clever areas- except for the final points, which just feel a bit squashed in. I'd move them away from the middle and give them more space, so that you can do something more interesting with them. The other two points are so cool, i'd love to see what you do as a finale. (Again, giving each point its own area, like gravelpit or hydro, would give you more space to play with.) Alternatively, just remove them. I bet the map would play well enough like Standin anyway.
     
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  4. Sergis

    aa Sergis L666: ])oo]v[

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    *144 high

    you hit your head slightly when jumping under 128 unit ceiling
     
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  5. mishi

    mishi L1: Registered

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    Thanks a lot. I will try to make something new with the final points, I admit I was a bit lazy with those. Simply deleting them might also be a good idea. I'll make the routes you mentioned wider.
    I'm not sure about how to separate the cap point areas without changing the map completely. Maybe I could build something into the open area you can see in screenshot 4, to obstruct some of the sightlines and possibly make it a bit harder for snipers to escape back into the spawn area whenever they're attacked.
     
    Last edited: Aug 8, 2014
  6. Egan

    aa Egan

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    Hey we played cp_orange_roundabout_a1 in an impromptu test today, here is the feedback for your map. We talked about a lot of the points of interest in the map, but I want to mention some small other things with images:

    I actually liked playing on mid in your map, and the one side area that was super cluttered was kinda okay too. (That's a thing - hard to differentiate the sides of the map, maybe label your capture points). The side areas of your map were super duper open, which made attacking snipers standing on the other side very difficult:

    [​IMG]

    Also there were some dark areas in spawn which you should illuminate, specifically the area in front of the resupply cabinet which is an important place to spot easily:

    [​IMG]
     
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  7. mishi

    mishi L1: Registered

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    I've completely remade the map and put the control points into seperate areas like LeSwordfish recommended. I might have to make point A smaller though and reduce the sightlines. The way the respawn rooms are set up might also be too confusing, but I'd like to see how it works out in a playtest :)
     
  8. HQDefault

    HQDefault L12: Fabulous Member

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    It's a freaking ORANGE MAP!
     
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  9. mishi

    mishi L1: Registered

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    what difference does that make?
     
  10. Idolon

    aa Idolon the worst admin

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    Absolutely none at all.
     
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  11. mishi

    mishi L1: Registered

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    [​IMG]
     
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  12. HQDefault

    HQDefault L12: Fabulous Member

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    The whole point of an orange map is to be an absurd fun-fest map, that's not to be taken seriously.
     
  13. mishi

    mishi L1: Registered

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    There's a quite large number of people who prefer to play on orange servers, including myself. Obviously noone is going to play anything competitive on there, but what does that matter. There's a lot of good and plenty of bad orange maps out there and I'm trying to get feedback here in order to create something that will be enjoyable for people who like to play on orange maps. What issue do you have with that?
     
  14. Idolon

    aa Idolon the worst admin

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  15. Lampenpam

    aa Lampenpam

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    The issue I have with orange maps is that they don't require much skill do create and imo don't deserve any players. 2fort might have crapy layout for the objective but at least it looks good while you are roaming around killing stuff
     
    Last edited: Nov 13, 2014
  16. mishi

    mishi L1: Registered

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    I don't really agree with that. If a map is fun people are going to play it, I find it weird that someone might say "look how much fun these people are having, but this map actually shouldn't have any players because the textures aren't pretty". Yes, these maps take less time to make, but not necessarily less skill or creativity.

    I can appreciate how much time and effort goes into a lot of the maps here and many of them look really good, but I still prefer to do orange, for one because the shapes you create aren't limited by the need to keep it realistic, there's just more possibilities. When I'm playing I also often find all the detail a bit distracting. I play TF2 mostly because I like the class and weapon mechanics, not because it looks so pretty.