KotH Passage

Discussion in 'Map Factory' started by Auwi, Feb 26, 2013.

  1. Auwi

    aa Auwi Certified in best in fun

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    This map is just a little experiment I'm trying out. I am a new mapper, but I've already gotten most of the concepts down for making a map in SDK. Feel free to download and explore this map a little. There may be a few bugs with it, but I don't see any that affect gameplay. If you see something that should be changed, just leave a note. I hope I can expand on this map if enough people like it, but for now there is really nothing to say I'll try to fully complete this map.
     
    Last edited: Mar 2, 2013
  2. ForbiddenDonut

    aa ForbiddenDonut

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    For a first map, really not a bad attempt.

    You might want to work on your prop usage. The log leaning on the other log and half-suspended cargo crate are pretty stupid looking. Ask yourself with each prop placement: "Does this make sense?"

    Also, you might want to smooth out some of those displacements once you push out of alpha testing.
     
  3. Auwi

    aa Auwi Certified in best in fun

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    I know the prop placement seems a little weird, but I'll maybe I could fix that by placing identical props near them? Putting some containers to block off the map nearby might make it seem to have more sense. For the log on top of the other log, I thought it made enough sense as it is. It didn't look as horrible as I thought it would, so I kept it. There are a few of these tree positions in AC3 which looked interesting and helped you for tree running http://www.at7addak.com/Data/News/Gallery/2012-03/The-Assassins-Creed-III-Diary-Part-One/Assassins-Creed-3-58.jpg
     
  4. colacan

    colacan L5: Dapper Member

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    That tree in AC3 is a single tree that has fallen over. This tree however is not fallen over and the large log is supported by the small, vertical one, which looks off to me.
    You could replace the vertical log by a horizontal beam from the building behind it to the fence.
    For the container, the white devtextured wall behind it, you could replace a part of that with containers as you said. Then the container looks like it has fallen while moving it or something. Then put a crane in the out-of-bounds area and it makes perfect sense!
    Also, if it is not supported at the elevated part, you might put a horizontal beam under it from one building to the other.
     
    Last edited: Feb 27, 2013
  5. Auwi

    aa Auwi Certified in best in fun

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    Making a little beam would sort of destroy the look of it, I'd rather just keep the tree fallen on top of the other tree. Also, those trees are both the same prop, its just perspective makes it look weird. I was also thinking the same about the containers, except not making a crane. I want to make the art style to be like an alpine environment, with the bases looking something like on Badlands.

    I'm thinking about running my map on a gameday, my main concern is how the layout is. There are no signs (because I'm lazy), but I thought with the lighting and such players could still easily find their way to mid. It looks to me like the mid could not always be the center of the fight, and that maybe players will try to push to the enemy base. The little bridge above the capture point also frightens me because I wonder how hard it would be to eliminate someone up there. There are so many other little details I worry about, I only hope that testing will help me figure things out.
     
  6. ForbiddenDonut

    aa ForbiddenDonut

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    Except the model you are using are perfectly cut wood logs from a logging saw. If you want a fallen tree, you'd need to make models that didn't look like they came from an industrial lumberyard. No one cuts down a tree, pushes them through a saw and then stacks them back up in a natural formation. It looks absolutely awkward.

    You would risk filling your feedback page with "I'm lost" and "don't know where to go" because you're lazy? Come on. It takes 10 minutes to set up even temporary signage. It's a huge difference.