Discussion in 'Map Factory' started by Pc_Madness, Aug 25, 2010.
A KOTH map I've been working on over the last few days. Will eventually be an upward themed Mine.
arena_mac coming soon...?
Holy deathpits Batman!
I figured I shouldn't have koth_pcmadness and pl_pcmadness.
Add railings around the CP, and perhaps around the adjacent platforms.
A skilled Pyro could still throw people off, but it will definitely make death from not paying attention less likely.
Put a railing on the 'back' of the point, the part opposite the walkway (a la Steel).
Yeah good points, can't believe I forgot those. Cheers.
Provided these screenies are up to date, first I would like to say the middle geometry in terms of gameplay looks to be quite nice, and second that I hope the cap time is really short to accomodate its placement.
It looks nice and gameplay is solid. I like it . Too bad it lagged at gameday D:
I don't know how to improve this, we need moar testing!
Last screenshot actually looks a tiny bit overscaled in terms of sheer distance from the base of the shot to the far wall (which I would guesstimate to be 1024+). Just nitpicking
Its still a tiny bit to big. The main cap area should probably be shrunk by around 64 units and the bit between spawn and the cap building has a really long sightline. I might be able to fix that.
Yeah, see above. ^
The crates in screenshot number 2 - how did you get such complex shading on those? Usually they're lit the same all over per side.
I think thats because of either: Static Prop Lighting / Static Prop Polys / Textured Shadows commands when compiling. They're in advanced compile options in VBCT and I think you can get them to work via the Hammer compiler as well.
Youme I think it was wrote a tutorial on the forums somewhere about it all.
your gonna wanna zoom in
Its the platform, not the bridges.. but I see your point. I tried it with a bunch of metal trims and they all looked terrible. I dunno, they might be better off as wooden bridges anyway, the map was starting to feel more like Gorge than Upward.
- Detailed both spawns and a bit of the surrounding area
- Moved the side route from the spawns that eventually leads to the high ground around the CP to reduce sight lines.
I haven't done much to the CP area just yet. I'll see how the next playtest goes before I shrink it / fiddle with the cap platform.
I liked it, apart from these things:
Image 1: I got stuck trying to run through there. Open it up a little bit more.
Image 2: You have a packing issue with your map. No idea what you use to pack what custom files, but if you use VIDE: stop using it. It breaks maps.
Apart from that, bulletclip your fences. Right now sentries can shoot through them but players can't, wich makes some parts a bit too overpowered.
Hooray for post-test feedback time
SO, here's what I noticed.
First, this doesn't need much explaining as it does puzzling, unless you know why this happened:
Second on the list, I thought this wasn't clipped in the back, and I think it could be interesting if players could slip back there for sneaky purposes (I was trying to melee rush as an equalizer soldier and I couldn't go behind )
Finally, I would open at least one of these windows so that players can get something of a drop on those already in the tunnel to the left of my cursor. I doubt snipers would be too much of a problem, it's a relatively high-traffic area. Pic:
Aside from all that I enjoyed the map, even though heavies, demos, pyros, and scouts seemed to control the battlefield.
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