Oubliette

Discussion in 'Map Factory' started by Crash, Mar 2, 2010.

  1. Crash

    aa Crash func_nerd

    Messages:
    2,959
    Positive Ratings:
    4,246
    Features:
    5 control points to fight over (granary style)
    Forward spawns after capping 2nd to last point.
    One way doors leading to the overhead walkway.

    My second attempt at creating a decently playable map. I'm still relatively new to mapping, but I've learned quite a bit. This is actually the second try at the same map concept. I started over from scratch to fix some major problems and use what I learned from play tests.

    I'll just let the map speak for itself.

    Construct criticism and feedback is more than welcome. Thanks in advance!

    Also ignore the poorly 'shopped overview. :D
     
    Last edited: Mar 14, 2010
  2. redcommunism

    redcommunism L2: Junior Member

    Messages:
    57
    Positive Ratings:
    12
    Great job, this looks fantastic. My only worry is that soldiers/sentries could camp the point. I thought you might cover the walkway and leave open windows, but then snipers would camp. I guess itll be fine. Id have to play it to see. but a fine job, nonetheless.
     
    • Thanks Thanks x 1
  3. Crash

    aa Crash func_nerd

    Messages:
    2,959
    Positive Ratings:
    4,246
    I appreciate the feedback. I unfortunately haven't had much chance to test it out, so even just another pair of eyes looking at it helps me.
     
  4. Crash

    aa Crash func_nerd

    Messages:
    2,959
    Positive Ratings:
    4,246
    Shameless bump.

    Has anyone check it out at all? Really interested in getting some kind of feedback. Pretty much any feedback would be appreciated at this point.
     
  5. Rikka

    Rikka L5: Dapper Member

    Messages:
    207
    Positive Ratings:
    210
    Use a normal HUD.

    Last point is bad. It's just two hallways to the point, one of which is incredibly tight. All of the exits from 2nd to mid are pretty vulnerable.
     
    • Thanks Thanks x 2
  6. Crash

    aa Crash func_nerd

    Messages:
    2,959
    Positive Ratings:
    4,246
    I'm thinking I'm going to widen out the smaller hallway and possibly add a 3rd attacker only way onto the point. Possibly dropping down.

    I'm also thinking about possibly connecting the two separate paths going to the last point, so you aren't quite boxed in if you choose either route.

    Thanks for the critique, though.
     
  7. Crash

    aa Crash func_nerd

    Messages:
    2,959
    Positive Ratings:
    4,246
    A2 Released

    Screenshots of changes:
    [​IMG]
    First/ last CP with new drop down route.

    [​IMG]
    Path to the new overhang in the turbine room.

    [​IMG]
    A little better shot showing how the exits work for it.

    [​IMG]
    Cover on the center CP area balcony.

    [​IMG]
    Displacements above first/ last CP area.

    As per usual, any critiques are welcome.
     
  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,550
    http://www.ueak.net/crash/Maps/cp_oubliette/cp_oubliette_a2_05.jpg

    Your displacements look like an anechoic chamber. You don't have to be so "noisey" with the vertices. You just need to hint at the rocky surface (the texture does the rest of the work for you). Take a look at dustbowl's displacement cliff edges. They're a lot more smooth. Or even those in HL2 maps such as Ravenhom or those found in the Coast levels.
     
    • Thanks Thanks x 1
  9. Crash

    aa Crash func_nerd

    Messages:
    2,959
    Positive Ratings:
    4,246
    Yeah, I have a bad habit of thinking too much inside of the context of hammer and glossing over how it actually looks. That'll be tweaked a bunch next version.

    Thank you, though.
     
  10. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    You COULD go overboard and release a massive rock set though :D

    If the screens are updated, the map is incredibly dark, and I caution the use of strongly colored light unless it's for a sign of the same color ;)
     
    • Thanks Thanks x 1
  11. Crash

    aa Crash func_nerd

    Messages:
    2,959
    Positive Ratings:
    4,246
    The main screens aren't updated. The ones I just posted are. The only place the colored lights are used are on a few signs and above the turbines to give the room a bit more of a feel for which side they are on. They aren't anywhere you can actually go on either side, just part of a detail.

    I'm still a bit worried about the lighting though. Most of the main areas I have brightened up a ton, I'm just having a hard time doing it and keeping it looking right. I don't want to go nuts with light fixtures, but I also don't want to put lights in that don't make sense, at least not often.
     
  12. Geal

    Geal L4: Comfortable Member

    Messages:
    162
    Positive Ratings:
    56
    You could always change the map to a daytime setting. Since it's tucked away in a canyon/cave/gorge/whatever it'll provide some bright lighting, and won't drastically change the feel of the map.
     
    • Thanks Thanks x 1
  13. Crash

    aa Crash func_nerd

    Messages:
    2,959
    Positive Ratings:
    4,246
    That is true. While I like the star look, I might end up switching it out with the next version.

    Also, as a note, I spent some time today fixing those displacements, they look much better now.
     
  14. Crash

    aa Crash func_nerd

    Messages:
    2,959
    Positive Ratings:
    4,246
  15. 425ily

    425ily L1: Registered

    Messages:
    7
    Positive Ratings:
    1
    Now we can see the rise of legend :D
     
  16. Crash

    aa Crash func_nerd

    Messages:
    2,959
    Positive Ratings:
    4,246
  17. RaVaGe

    aa RaVaGe

    Messages:
    701
    Positive Ratings:
    960
    11/10 would buy.
     
  18. HQDefault

    HQDefault L12: Fabulous Member

    Messages:
    926
    Positive Ratings:
    253
    Red & Blu peacefully working together? What kind of twisted world do we live in here!
     
  19. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,294
    Positive Ratings:
    3,828
    I find this kinda cute.
     
  20. Crash

    aa Crash func_nerd

    Messages:
    2,959
    Positive Ratings:
    4,246
    This was my very very first released map. The only one before it was a practice room with floating props and a hallway connecting two spawn rooms with no doors.