PL pl_clastic_heights_a20

Discussion in 'Map Factory' started by nelli2, Jul 14, 2012.

  1. nelli2

    nelli2 L1: Registered

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    Worked on redoing this map since the end of the dynamic payload contest. In between work, the beach, and other stuff, I managed to get a lot done. I am thinking about putting it on a game-day to get it tested out. But I don't know if it is too far along for that. Anyway let me know what you think.

    Thanks, nelli2
     
  2. Prestige

    aa Prestige im not gay anymore

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    clastic is a cool word
     
  3. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    Please rerelease the contest version as "Classic Heights" so we can keep those memories alive.
     
  4. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    Just ran through it, and here are some thoughts:

    The map is way too big. There are a ton of pointless open spaces on the fringes that are boring to look at and will almost certainly be boring gameplay-wise. The big field in the first area is a particularly bad example of this.

    The layout is way overly complicated. There are ton of weird stairways, buildings, tunnels, etc. that are out of the way and lead to seemingly random locations. The player should have some idea of where routes will take them; this map has a ton of really long routes that drop you halfway across the map. The giant staircase monstrosity in the middle of the map is also a pretty bad idea. Nobody wants to walk up or down four or five flights of stairs. Nobody ever.

    Trees in the combat areas aren't a good idea. The leaves block vision while still allowing projectile spam through. There is also a tree partially sunk into the ground, so a player could hide in the leaves and be completely invisible from outside.
     
  5. nelli2

    nelli2 L1: Registered

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    Clastic

    Clastic is a only a cool word if you know what it means, without looking it up!:confused:
     
  6. Jeremy

    Jeremy L11: Posh Member

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    There's a really nasty sightline in the second screenshot. In fact, by the looks of it, it's going right across the entire map.
     
  7. nelli2

    nelli2 L1: Registered

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    Clastic

    I like your criticism on the map. The three flights of stairs were to offer another flanking route out of the first area. I don't think it is too boring, Valve has something similar in cp_well I think.

    The first area should play from the bridges more than the ground, everything outside the fences is sky box. I was trying to get a seamless feel to the world. (perhaps more buildings in that area) I do need to bring that tree up a bit.

    The routes on the outskirts are for escapes and flanking. I am try to get away from a map that has mostly a rat maze feel. The payload route should keep game play focused on that immediate area.

    The only tunnel I have is a flanking route to the red base. I think players will get what the layout offers. Or maybe not.

    The map is big! I have plans on making it two stages.

    I am really focusing on the dynamic elements to make the payload game play have more strategy than what it is right now.

    Maybe I am barking up the wrong tree.
     
    Last edited: Jul 15, 2012
  8. nelli2

    nelli2 L1: Registered

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    It looks like a huge sight line, but I think the crates and the height difference might negate the advantage. I don't think it plays any worse the Gold Rush where you can get sniped in the spawn area.
     
    Last edited: Jul 15, 2012