PL rivercrossing

Discussion in 'Map Factory' started by henke37, Nov 28, 2011.

  1. henke37

    aa henke37

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    creekcrossing

    A simple map I am working on. BLU has to transport the payload both over and under the rivers in order to each the goal.

    Interesting features include a rotating bridge and two elevators on the track.
     
    Last edited: Jun 17, 2012
  2. TheKieranator

    TheKieranator L6: Sharp Member

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    Interesting features sound interesting.

    At the moment, the surface is really open with major sightlines everywhere and little cover. You really should break it up with more buildings and cover so that Snipers don't have an insane advantage, and so that the entire map doesn't have to be rendered at one time.
     
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  3. Wilson

    aa Wilson Burial by Sleep

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    There is already pl_rivercrossing, made by Ezekel.
     
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  4. Jeremy

    Jeremy L11: Posh Member

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    The ground looks very flat and uninteresting.

    Also, the indoor areas on the most part look very dark. Dark areas are bad for gameplay.
     
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  5. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Yep you need cover from snipers - major cover. I'm a fairly good sniper when not on and when my game is on (meaning everything working right, timing, etc) I'm leathal at it - I'd love to see my score on this one - my best game ever so far is one clip 4 misses/non-kills but I don't see how you could miss on this one.

    Other than that I do like the map but have a question about your cliffs - I see front face and top face textured - do you have the others set to nodraw? If the sides aren't seen set them to nodraw to optimise your map more :)
     
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  6. henke37

    aa henke37

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    I am not sure what to do about the sightline issues.

    As for the name, I really have no idea about what to use instead. I named the map quite some time before even hearing about this fine site.

    As for the darkness, point taken. The lightning will need to be revised.

    The answer to the question is that I am not using nodraw except for sides inside of the map that players can't possibly see.

    Finally, yeah, the ground is flat and boring. I suck at that.
     
  7. AngryAngus

    AngryAngus L3: Member

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    You just need to put 'objects' in where the long sight-lines are. You could put rocks like models/props_mining/rock003.mdl, could put some buildings there, or you could even do something like goldrush has with the displacement maps making small inclines that break up sightlines ( http://www.straferight.com/photopost/data/736/pl_goldrush.jpg ). Using proplibrary may be helpful for picking out models that could help break up the long sightlines. Also displace the hell out of the ground to make it look more interesting then plop some bushes/plants and miscellaneous debris around.

    Good luck. :thumbup:
     
  8. henke37

    aa henke37

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    I feel that I need some over the shoulder realtime mentoring to fix those sightlines. Or at least a bulleted list of the worst ones.
     
  9. Jeremy

    Jeremy L11: Posh Member

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    Study other maps and see what Valve has done to make them play well. In particular, look at Payload maps, such as Badwater Basin and Goldrush.

    You may want to modify the map's layout so it is more enclosed, more 'direct' and, as a result, much better optimised.