CP Resivoir

Discussion in 'Map Factory' started by The Whole Team, Dec 19, 2010.

  1. The Whole Team

    The Whole Team L1: Registered

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    Reservoir

    Second map and first attempt at a 5 cp push map. Basic premise is red and blu are fighting over a hydro-electric dam for control over the deserts water.

    Since this is alpha there isn't a very big emphasis on detailing since I don't want to spend hours working on something to realize I need to scrap it. Any observations on sightlines, layout, etc would be useful.
     
    Last edited: Jan 4, 2011
  2. Prestige

    aa Prestige im not gay anymore

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    looks kind of flat (except that 2nd point) and boring i'd say. not a fan of the detailing, but the layout seems solid with good flow.
     
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  3. redcommunism

    redcommunism L2: Junior Member

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    You know that it's spelled "reservoir", right?
     
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  4. The Whole Team

    The Whole Team L1: Registered

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    You are correct :\
     
  5. Blaine the Pain

    Blaine the Pain L1: Registered

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    Looks pretty good, I'll try it out if I can get my TF2 Working. Haha.
     
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  6. Grim Tuesday

    aa Grim Tuesday

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    Looks much too linear, no sidepaths/altpaths.

    Though, I love the look of that second point.
     
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  7. The Whole Team

    The Whole Team L1: Registered

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    I don't think it's too linear. There's four doorways (at least) and 3 routes to each point (one main, one alternative and one flank). How many routes do they usually have?

    Anywho, since it can be hard to tell just by the overhead picture here's a pic of all the routes offense/defense has available to them:

    Defense

    Attack

    Though I must admit that looking whoever is stuck on the last point is pretty screwed.
     
  8. Terwonick

    Terwonick L6: Sharp Member

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    Here's what I suggest...Oh, I almost forgot, the Key:

    Red - Add it in
    Green - Get rid of it
    Blue - Why is that EVER there?!?!?!?!

    [​IMG]
    Alright, so I think you should add an upper area to get rid of that height lack, plus find a way to make it accessible to every class. Get rid of the two ramps up, these access points look fairly pointless, I suggest putting the ramp to the upper level here (not shown). If you do put in this upper area you should make the small health medium, and add a small ammo next to it (and cover).

    the second point (not shown) looks fine, just add a few crates to the point for cover (if on defense).

    [​IMG]
    The point needs cover... the sniper fence is a good Idea as show in both places, other than that, I believe the fence is a good idea in that it provides cover for the last point before one of the teams win.

    and lastly:
    [​IMG]
    I'm not really sure what the building is doing there, does it have health, is it a place for either team to run through to the last/second point? if it isn't one of these, it's pointless GIVE IT A MEANING! Otherwise, add in that entrance to the side, make it a one-way so when the attacking team caps 2, it is a usable entrance for them, or don't, but it's a VERY good idea to add it in anyway, otherwise, who would ever go into that corner?

    sorry if the pics are too big for anybody's screen, they aren't for mine (but my computer isn't resizing them either...). I hope you found this post useful! :)
     
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    Last edited: Dec 19, 2010
  9. Moose

    Moose L6: Sharp Member

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    I love that second point, but blu should be fighting uphill, and red should have the height advantage. Otherwise, it's just too easy to cap and too hard to defend. It may need to be widened, and you might want to make the side routes more interesting, though.
     
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  10. Attsy

    Attsy L3: Member

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    I think the middle needs a total do over. Might just be me but it's kinda boring. 2nd point however has a strange glee to it, that I really like.
    I do agree however that the side routes should be made more varied. As it is its like extended corridors.
     
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  11. The Whole Team

    The Whole Team L1: Registered

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    Thanks for all the feedback everyone. I just released a2 to eliminate at least a few of the problems.

    Last Point

    I eliminated the house and increased the height of the hill so LoS is still broken but the point feels more open. Also added a house to the side to try and keep more height variation.

    Mid Point

    Increased the height around the point to try and make the area more interesting to play on and increased the size of the roof and made it so any class can hop onto it.

    Flank to 2nd Point

    Tried to make the flanking route to the 2nd point (that was basically just a straight line before) more interesting and (theoretically) more fun to fight through.

    Vent Entrance
    Vent Exit

    The defending team previously had only 2 viable ways of reaching the point. This should give spies a way to get behind enemy lines and give a 3rd option of attack.
     
  12. BrokenTripod

    BrokenTripod L5: Dapper Member

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    It just occurred to me that your demo will have a lot of us talking about burritos and random things. I apologize for this greatly and hope I've left enough other feedback so you can make adjustments to your map. There are some other comments that were voice chatted, too, just so you know.
     
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  13. The Whole Team

    The Whole Team L1: Registered

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    Ok, I just watched the demo and a few complaints I'm going to try and address are: rooms are too open and spacious, more signs, stairs that are less steep. Also, the rounds in the demo finished very quickly. I'm not sure if it's the map or just that there were only 5 people on each team.

    Any other issues that need to be addressed?
     
  14. The Whole Team

    The Whole Team L1: Registered

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    A3 released with a few changes: Redid the last point because I never really liked the way it looked, reduced the height advantage defenders get on the second point and added more roofs and therefor height variation and cover to the mid point.

    Anywho screenies are in the first post but most of the changes can be seen from the overhead: http://img515.imageshack.us/img515/9696/cpreservoira30009.jpg
     
  15. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    that final area looks a lot better, and not as large as it used to...
     
  16. The Whole Team

    The Whole Team L1: Registered

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    A4 now released. I completely redid the mid point because I never really like it all that much. That's the only major change. Screenshots:

    Midpoint

    Overview
     
  17. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Now that looks a lot better. no sure on detail flow, though, but that can come later. Should post it up for a test, see how it flows gameplay wise.

    EDIT: *side caveot*, you could toss some water under that bridge for flow... (little bit of a pun there, sorry)
     
  18. The Whole Team

    The Whole Team L1: Registered

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    Yea I'm planning on putting water under the bridge and flowing through the pipes but I haven't' been really focused on detailing (as you can probably see). I'll get around to making it look nice later.
     
  19. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Personally, I'd add the water under the bridge now, doesn't need to flow, just add it, because it can be considered a gameplay mechanic, something you'd need in alpha. It adds a way for people to possibly put themselves out.
     
  20. The Whole Team

    The Whole Team L1: Registered

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    What I meant when I said add water was that I would put enough to go up to the ankles. Not enough to put out a fire but enough to make it look like a drying out stream bed. Water has never been a very great mechanic seeing as how it reduces movement speed which everyone hates and would probably turn the area under the bridge into a deathtrap.