Outlet

Discussion in 'Map Factory' started by Kronack, Sep 27, 2010.

  1. Kronack

    Kronack L2: Junior Member

    Messages:
    74
    Positive Ratings:
    4
    Outlet is a 5 CP push style map that takes place in/on the outlet of a hydroelectric dam.

    This is my second attempt at a 5 CP map, and would like input on
    • Layout
    • Ammo/health placement

    It's fully functional, so go ahead and put it on your server if you wish! Keep in mind I will frequently update, though.
     
    Last edited: Oct 4, 2010
  2. Whated

    Whated L2: Junior Member

    Messages:
    89
    Positive Ratings:
    20
    Wow! I think the layout looks fucking nice! At the 3rd screenshot the huge pipes look so fucking good...
     
    • Thanks Thanks x 1
  3. Beetle

    Beetle L9: Fashionable Member

    Messages:
    627
    Positive Ratings:
    141
    I was about to ask why it was 16MB, but I guess since its not zipped that makes more sense :p. I'll download it now and get back to you.
     
    • Thanks Thanks x 1
  4. Doorknoob

    Doorknoob L1: Registered

    Messages:
    3
    Positive Ratings:
    1
    I love it! And it hasn't even gotten real detailing yet! I sense a great final product incoming.
     
    • Thanks Thanks x 1
  5. Beetle

    Beetle L9: Fashionable Member

    Messages:
    627
    Positive Ratings:
    141
    Ok so I just downloaded it. I can't give much feedback, but I hope what I give is helpful.
    First off, you have about 12 or so spawn points that aren't clear according to console. Also, a lot of people don't like mirrored symmetry, but ya know, I don't really have a problem with it.
    The layout is huge, and I'm glad you already put in forward spawns. This could end up looking massive, which I'm sure is your intent.

    Another thing that might bug people is your Lines of sight are huge in the outdoors areas. Below in this picture you can see from one end to the other, and you know its too much when it stops rendering things that should still be in your view. Its also apparent when you're on the top of buildings looking at the enemy's side.

    [​IMG]

    Oh also you said you "may have a scout run through it". You generally want to use a slower class to really get the feel of if its a long walk.
     
    • Thanks Thanks x 1
    Last edited: Sep 27, 2010
  6. tovilovan

    tovilovan L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    94
    Is it really A/D? If it's symmetrical I suppose that makes it push.

    From the screenshots I have to say it looks very huge, I'd suggest either shrinking the current areas severely or starting over from scratch. A good idea is to take time on how long it takes for a heavy to reach mid on popular valve mapos like badlands and compare it to yours.

    With the map containing metal_barrier_02, however, it could never be bad! Looking forward to the next version :D
     
    • Thanks Thanks x 1
    Last edited: Sep 27, 2010
  7. Beetle

    Beetle L9: Fashionable Member

    Messages:
    627
    Positive Ratings:
    141
    ^ Its a 5-CP with a neutral in the middle. I always understood A/D to mean Dustbowl style and not badlands style.
     
  8. nik

    nik L12: Fabulous Member

    Messages:
    987
    Positive Ratings:
    246
    it looks epic to say the least.
     
    • Thanks Thanks x 1
  9. EArkham

    aa EArkham Necromancer

    Messages:
    1,570
    Positive Ratings:
    2,193
    I don't really have anything useful to add, but I really like those displacement fu-all giant pipes. :D

    Kep
     
    • Thanks Thanks x 1
  10. Kronack

    Kronack L2: Junior Member

    Messages:
    74
    Positive Ratings:
    4
    Symetrical maps are push? I always thought they were A/D maps, whereas on dustbowl one team being on attack would be considered push. And now that I look it up I can't find clarification, bah. I'll change it either way.

    As a heavy, took about 40 seconds to go from the starting spawn to the center point, and on well took about 25 seconds. So should be able to shave some time off easily.
     
  11. red_flame586

    red_flame586 L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    108
    aghhh, i was just about to put giant pipes in my water/dam themed map!!!! gah, i guess i'll have to improvise... otherwise, looks nice, maybe a few to long a sightlines, nice use of hight as well.
     
  12. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    I have to agree with Beetle. This map is pretty f.cking huge. Just by looking at your distance fog and 128 textures I can say it's quite massive. I might go through and give some examples of what I think the scale should be for reference.
     
    • Thanks Thanks x 1
  13. Beetle

    Beetle L9: Fashionable Member

    Messages:
    627
    Positive Ratings:
    141
    I suggest going to the outside part of your map and thinking of clever ways to hide the huge view distance from the player. Like, make the doorways staggered from each other so they aren't in a straight line where you can see from one end of the map to the other. When its detailed, I can imagine, if the sight lines are left like that, it will cause performance problems.

    As for the top, I'm sure you can think of a clever way to hide the long light of sight - or perhaps even prevent the player from getting high enough the be able to see that far.
     
    • Thanks Thanks x 1
  14. Ost

    Ost L2: Junior Member

    Messages:
    61
    Positive Ratings:
    32
    Lets complicate some more.

    There are two kinds of symmetrical - mirrored and flipped.

    cp_badlands, the staple of competitive "push-based" gameplay, is flipped symmetrical. One side is created, then rotated 180 degrees. Both teams can (must) both attack and defend at the same time.

    Mirrored maps are maps such as koth_viaduct. No 5-CP maps in TF2 currently are symmetrical in this aspect. Mirroring is mostly done in smaller maps, almost always koth and sometimes ctf.

    Asymmetrical maps, such as Gorge or Dustbowl, has large layouts and since one team is defending and the other attacking, there is no need for flipping or mirroring.

    EDIT: Did I overcomplicate? I haven't played the map and only skimmed the thread.
     
    Last edited: Sep 28, 2010
  15. Kronack

    Kronack L2: Junior Member

    Messages:
    74
    Positive Ratings:
    4
    Updated to a2
    Apparently the problem with the doors was I had them parented to the func_door instead of using the setanimation outputs, derp. Keep in mind I'm still pretty much a novice mapper just trying to get better!

    The whole thing with the clipping plane showing up is still there, will probably just end up lowering the giant wall later on.

    It now takes just a little over the same time to get to the middle as it would on well
     
  16. Kronack

    Kronack L2: Junior Member

    Messages:
    74
    Positive Ratings:
    4
    Quick re-upload that should fix the trigger_hurt at the bottom of the map
    Still have no damn idea why there are still a few unclear spawn points, everything is properly away from a wall or prop or ground, 16 units and all that.
     
    Last edited: Sep 29, 2010
  17. Kronack

    Kronack L2: Junior Member

    Messages:
    74
    Positive Ratings:
    4
    Updated, fixed spawn points and one of the spawn doors
     
    Last edited: Sep 30, 2010
  18. Kronack

    Kronack L2: Junior Member

    Messages:
    74
    Positive Ratings:
    4
    Gameday bump
    Anyone have any thoughts from playing this yesterday? Sadly I couldn't be there and can't view any .dem files until later tonight.
     
  19. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,871
    Positive Ratings:
    1,131
    there doesn't seem to be much cover in the last point room and room before it

    also, it seems to be a bit too big

    also, signs please
     
    • Thanks Thanks x 1
    Last edited: Oct 2, 2010
  20. EArkham

    aa EArkham Necromancer

    Messages:
    1,570
    Positive Ratings:
    2,193
    We played it, everyone seemed to unanimously say, "OMG this is huge," we reached the mid point, fired a few shots, and then the server crashed.

    I dunno what caused it. I think Okrag or someone will be able to tell you if it was the map or not.

    So... so far, the only feedback I can give is that the scaling is pretty tremendous and probably should be scaled down.

    Kep