rockbottom

Discussion in 'Map Factory' started by martijntje, Sep 16, 2009.

  1. martijntje

    martijntje L8: Fancy Shmancy Member

    Messages:
    539
    Positive Ratings:
    168
    [​IMG]
    Rockbottom is an attack / defend map. There are 3 capture point wich blu must capture, starting with the capture point on the bottom and working your way up to the top.

    the general idea of this map is that red (the defending team) has a advantage over blu, by starting higher. Also near the bottom everything is more open, allowing for classes that like space and near the top everything becomes more cramped, allowing for spam classes. each control point, with exeption of the first one, has at least two routes leading to them. the first control point is very close to the blu spawn, and is therefore more easely captured.
     
    Last edited: Sep 25, 2009
  2. Blue552

    Blue552 L3: Member

    Messages:
    137
    Positive Ratings:
    18
    I like the Linear height Idea but I can see a single rocket jump defeating the entire purpose of your map.

    Also implementing the TF2 art style would be difficult

    Maybe you shouldn't have direct lines of site between floors so that red cant drop straight down to bottom (for easy spawning) and Blu can't rocket jump straight to the top (for some more easy spawning).
     
    • Thanks Thanks x 1
  3. Omnomnick

    Omnomnick L6: Sharp Member

    Messages:
    335
    Positive Ratings:
    100
    The small height of the tower will definitely be a problem - either make the max height of the tower significantly higher or try and create some unique way to prevent instant travel up to the top.
     
    • Thanks Thanks x 1
  4. Peterm

    Peterm Banned

    Messages:
    171
    Positive Ratings:
    8
    the idea of the linear height has been round for ages but doesn't it mean the top will have a advantage on the bottom?
     
    • Thanks Thanks x 1
  5. DJive

    aa DJive Cake or Death?

    Messages:
    1,466
    Positive Ratings:
    736
    Wow your texture quality and game settings are dirt low.

    The problem i see with this map is red spawns ABOVE blue. This is very unfair. You should make them spawn across from each other for balance.

    Also it is too open, or feels as such.

    You also want to open the scale on the rock wall textures to .65 or higher.
     
    • Thanks Thanks x 1
  6. martijntje

    martijntje L8: Fancy Shmancy Member

    Messages:
    539
    Positive Ratings:
    168
    whoohoo update :D

    I thank you all for your comments.
    -I made the top enclosed, to prevent rocket jumping to the top. You can still rocket jump to the second cap en with difficulty to the third.
    -Red can no longer jump directly to the blu spawn, instead the must travel down the tower.
    -Chose the egypt theme, I wont tell exactly why, but it wasnt that random of a choice
    -improved the blu spawn so when the door is open, there is no direct line of sight to the players that just spawned
     
  7. Bacon Sandvich

    Bacon Sandvich L2: Junior Member

    Messages:
    76
    Positive Ratings:
    43
    horribly repeatative. interesting idea but there needs to be something different about each point, plus some forward respawns for blue would be nice.
     
    • Thanks Thanks x 1
  8. martijntje

    martijntje L8: Fancy Shmancy Member

    Messages:
    539
    Positive Ratings:
    168
    I know, this map is still in very early stages, so I havent done that yet. I know I still have to do several things (signage for instance).
     
  9. martijntje

    martijntje L8: Fancy Shmancy Member

    Messages:
    539
    Positive Ratings:
    168
    Okay, I have updated the map, making it less repetitive, better looking on the eye and more balanced :D
     
  10. alecgorge

    alecgorge L1: Registered

    Messages:
    33
    Positive Ratings:
    13
    It looks like you are taking the screenshots in Hammer. Don't do that, it makes your map look bad. It looks like Team Fortress Classic.
     
  11. martijntje

    martijntje L8: Fancy Shmancy Member

    Messages:
    539
    Positive Ratings:
    168
    ehh, those are in-game screenshots. Lighting isnt that great, but it isnt a hammer screenshot. Why do you think it is?
     
  12. Bacon Sandvich

    Bacon Sandvich L2: Junior Member

    Messages:
    76
    Positive Ratings:
    43
    This could possibly use less points, maybe 3. Lighting was the big grief here, during gameday that mostly came up. The chokepoints at the top of the map are horrid, in need of an alternate route. the bottom level of the map, there was a location off to the side that just wasnt used, it could be better off a no entry zone.
     
    • Thanks Thanks x 1
  13. martijntje

    martijntje L8: Fancy Shmancy Member

    Messages:
    539
    Positive Ratings:
    168
    I have seen the gameday demo, an I wouldnt call my map a succes. I will remove some control points, and I am already busy with making the fourth point better. (wich was the biggest chokepoint. an update will be posted later this day.
     
  14. martijntje

    martijntje L8: Fancy Shmancy Member

    Messages:
    539
    Positive Ratings:
    168
    The map has been updated. You can check the release notes to see what has changed.
     
  15. alecgorge

    alecgorge L1: Registered

    Messages:
    33
    Positive Ratings:
    13
    It wasn't the lighting. It was the jaggedness of the pictures. It looks like the quick-render in Hammer. Look at this screenshot: http://forums.tf2maps.net/geek/gars/images/3/6/4/8/ctf_haarp_betascreen5.jpg

    the edges are nice and smooth.

    Even if your computer can't handle really high graphics settings for gameplay, move to the spot where you want to take the screenshot, then turn the settings up ALL the way up for screenshots. It doesn't matter if you get 1 fps, because it is just a still picture.