Prospect

Discussion in 'Map Factory' started by Walker, Jul 11, 2010.

  1. Walker

    Walker L2: Junior Member

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    CP_PROSPECT_A2

    Yukon-themed 5cp map I made to, hopefully, play well in 12v12 and 6v6 play. Any sort of backstory will come later, once I'm able to actually think of one.
     
    Last edited: Jul 14, 2010
  2. Prestige

    aa Prestige im not gay anymore

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    I'm unsure about that mid. It just looks too convoluted with a couple of pathways stuck together. Last looks questionable, but i cant really tell much from the pics. but the rest looks fantastic.

    :)
     
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  3. nik

    nik L12: Fabulous Member

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    I see many troublesome sightlines, especially in pics 2&5
     
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  4. Walker

    Walker L2: Junior Member

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    Just had an impromptu on this a while ago. I got complaints that the bottom parts at mid were too narrow, and the yard was too open. There was also a big sightline across mid, and more signs were clearly needed. One of the doors at blu's second point was broken, and the ladder near the last point was too steep.

    Fixing all of these, is there anything else that should be done?
     
  5. Lancey

    aa Lancey Currently On: ?????

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    I disliked how the only way to flank the middle was to go through the middle. Add a side route that comes out about halfway through. It also became a stalemate between second and mid. Replace the top doorway to second with an open one.
     
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  6. VIVA LA NWO

    VIVA LA NWO L2: Junior Member

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    I think mid should be expanded a bit and make it less tight. It was pretty unbearable for me as a medic to really want to push in there.
     
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  7. Walker

    Walker L2: Junior Member

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    Alpha 1 is out!
    Download
    Changelog:
    *Widened the lower area at mid a bit.
    *Moved the upper entrances to mid to break sightlines.
    *Added a new flank route at mid.
    *Added some more cover in the yard.
    *Fixed a broken door on BLU's side.
    *Added lots more signs.
    *Added some small health and ammo packs in yard.
    *Fixed the ladder at the last point being too steep.
    *Retextured the inside of both spawns when attacking last to avoid confusion.
    *Expanded the platform in yard.
    *Fixed a few lighting problems.
    *Fixed an issue with the skybox.
     
  8. SlayerBlitz

    SlayerBlitz L3: Member

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    The middle feels WAY two small, and for some reason, it just feels really generic. Give it like a alpine forest theme or something! Besides that, it was okay I guess, a bit hard to defend.
     
  9. The Political Gamer

    aa The Political Gamer

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  10. Walker

    Walker L2: Junior Member

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    Thanks bro.

    So, just got done with a lobby of this. It was really obvious that mid needed redesigned. The lower paths were simply hell, and the new flank tunnel is simply too tight. I might redo the yard along with it as well, since it split the teams up too much. Shame, I was kind of proud of those parts.
    I'm also going to add some more cover at the final point, and move the spawn exits to the sides to reduce the walk for defenders, and move back the forward spawns, since they were too close to the points. I'll put some resupply cabinets in them too, so that loadouts can be changed easier. Cap rates needed changing, too. I'll get on this tomorrow.
     
  11. Walker

    Walker L2: Junior Member

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    Bumping with a new version!

    Download!
    Changelog:
    *Completely redid mid and yard
    *Added more cover at last
    *Placed a light underneath last
    *Removed unnecessary doorways
    *Adjusted capture times (Last takes 3 seconds, second is 12, and mid is 19)
    *Added resupply cabinets in the forward spawns
    *Moved the main spawn exits to the side of the building to reduce walk time
    *Fixed being able to cap second from the upper area

    Possibly other stuff that I forgot I dunno.
     
  12. VIVA LA NWO

    VIVA LA NWO L2: Junior Member

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    Mid is very different indeed! It looks nicer, but I can't be sure how much better until we play it.

    Is a 6v6 tonight good for you?

    Quick edit: You need to fix a few things that will probably become an annoyance:

    [​IMG]
    [​IMG]
    Should probably be clipped.

    [​IMG]
    Weird lighting/texture?
     
    Last edited: Jul 14, 2010
  13. Walker

    Walker L2: Junior Member

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    yyyeaahhh, I should probably have put a light under the bridge there. As for the plank, you can walk up onto it just fine from there. Adding a clip really wouldn't do much.

    ...huh, really would've thought I'd catch something like that sign there. Fixing.

    As for that PUG later, sure. Give me a heads up when you get it going. :)
     
  14. Impulse

    Impulse L2: Junior Member

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    Okay first i'd like to say i had allot of fun on this map and it improved a huge amount from alpha one, but i did find some tiny issues and exploits.

    -Ammo/health
    [​IMG]
    This ammo box was hard to see, also it is very close to the medium one down the hall, under the ramp to its right or under the middle cp bridge would be a better place.

    -Clipping
    [​IMG]
    [​IMG]
    [​IMG]

    Signs such as these need the collisions removed, i got stuck on them allot and others did too. The signs above the doorways need them removed because once or twice i got ambushed by a soldier camping on them.

    [​IMG]

    I got caught backpedaling on here a few times so a triangular clip would be nice.

    -layout changes
    [​IMG]

    The area behind spawn was barely used and it only provided a hiding place for enemies, i feel it can be removed.

    [​IMG]

    The 1st forward spawn (by cp2) could be moved to the other side of the cp to make it more obvious where you are coming out of, i learned this quickly but the first few times i found myself at last not moving toward mid
    [​IMG]
    or you could add an arrow to the right to give more direction.

    [​IMG]
    [​IMG]
    These two areas i felt needed some more cover, for the people capping cp2 they could have gotten attacked from 3 locations far away from the point, there were only two closer entrances where classes with less range could defend themselves or find cover. And on the last cp you saw no one use the lower routes, it was far to open and people that entered the area from there were quickly killed by the defenders, instead I saw the entire team using only the two flank routes.

    -pickyness
    [​IMG]
    i think it would be better to use a model hear because the lighting makes it an odd color, not all that serious but it stood out to me.

    [​IMG]
    Allot of your map was in the shadows, i think you should mess around with your light entities and try to brighten the map up a tiny bit.

    (edit)
    [​IMG]
    This ramp is too steep to walk up.
     
    Last edited: Jul 15, 2010
  15. Nineaxis

    aa Nineaxis Quack Doctor

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    -Map overall is small, very narrow at mid
    -Last is too big, and is set up badly, with the only covered routes flanking behind the point, leaving defenders little option for defense other than sitting on the cap hoping they are facing the right direction.
    -Others covered the area behind spawn, remove it
    -Most of your spawns are facing the wrong way, forcing you to u-turn out the doorway, which is unnatural. Either make your spawns perpendicular to the door, or make your path out the door a diagonal, not a turn-around.
    -Too many narrow hallways, too many long hallways, too many narrow and long hallways
    -Try expanding the area of gameplay and offer more variation than two levels, one above and one below
    -2nd point is spammy, that's why you tend to see points either elevated or on the same plane of combat, not in hole