CP Ruin Delta [Deleted]

Discussion in 'Map Factory' started by simon450, Apr 4, 2016.

Thread Status:
Not open for further replies.
  1. simon450

    simon450 L1: Registered

    Messages:
    43
    Positive Ratings:
    4
    Ruin Delta - A/D map with 3 control points

    A/D map with 3 control points set in a ruin

    this map has basic lighting but the logic works and the initial layout is done. my first map was what you would expect from a first hammer map. this time I think it will be a lot better.

    feedback

    - layout
    - scale
    - health/ammo placement
    - timing (cap time,setup time)
     
  2. Jekyllson

    Jekyllson L3: Member

    Messages:
    115
    Positive Ratings:
    61
    I like the look of the geometry. Just to clarify, is this a linear A/D map, or is it Gravel Pit/Junction-style?
     
  3. simon450

    simon450 L1: Registered

    Messages:
    43
    Positive Ratings:
    4
    it's linear like mountain lab
     
  4. simon450

    simon450 L1: Registered

    Messages:
    43
    Positive Ratings:
    4
  5. simon450

    simon450 L1: Registered

    Messages:
    43
    Positive Ratings:
    4
    - added more clipping
    - added forward spawn
    - fixed cp not adding time
    - made cp capture zone bigger
    - improved layout
    should be a lot less confusing

    - improved blue spawn

    Read the rest of this update entry...
     
    • Like Like x 1
  6. simon450

    simon450 L1: Registered

    Messages:
    43
    Positive Ratings:
    4
  7. Cytosolic

    Cytosolic L4: Comfortable Member

    Messages:
    193
    Positive Ratings:
    158
    I took a look around the map and it seems promising. Although I do have a few comments.

    In blue spawn having the spawn cabinet lying on the ground was interesting but seemed out of place, maybe It will look better when you detail. It also might confuse some players. Same thing with the windows, they look like they can be jumped though but can't, you could try adding something to suggest they're unreachable.

    cp_ruindelta_a40000.jpg
    This space outside outside Blue spawn is far too flat and wide. shorten it and add some height variation or something.

    Blue > A
    This area could use a lot of work. The drop in to the water is one way and players are then forced to go though an ugly choke point, the water tunnel, into the death pit. The death pit is fine in idea but it's going to be spammed out. The only way to get out of said death pit is though two cramped stairs that can also be spammed down. The only alternative to this is another cramped stair way.

    A
    seemed fine, not much too mention.

    A>B
    These connectors look a lot better, if not a bit long.

    cp_ruindelta_a40001.jpg
    Turn this jump into a ramp. It'll be the favorite path so accommodate for that.

    cp_ruindelta_a40002.jpg
    This sight line is a bit long. Maybe you could move the far shore closer to the bridge. Also, there's only one way out of the water.

    B
    Seemed pretty decent you'll have to play test for solid feedback though.

    B > C

    Overall I found this part of the part just too long. With some expanding you probably could add another capture point if you wanted.

    C
    It looks like a capture point. Probably will play okay. It is fairly far from blue's forward spawn however.

    Generally some of the weaker points of the map need some work and some of the spacing is too big. The map is correctly scaled though, so that's a great start. You should also add a forward spawn for red if you keep the current map size.

    Keep in mind I was just running around the level. Solid feedback comes from loads of play testing.
     
    • Thanks Thanks x 1
  8. simon450

    simon450 L1: Registered

    Messages:
    43
    Positive Ratings:
    4
    thanks for the feedback whit this and the feedback from play testing Ruin Delta should improve
     
  9. Cytosolic

    Cytosolic L4: Comfortable Member

    Messages:
    193
    Positive Ratings:
    158
    Thanks, I'm glad I could help.
     
  10. simon450

    simon450 L1: Registered

    Messages:
    43
    Positive Ratings:
    4
    Blue > A
    I changed the layout a bit but it's far from perfect

    A
    made it a bit easier for red to hold
    increased time to cap

    A > B
    added a forward spawn for red
    changed blue forward spawn location
    turned jump into a ramp
    fixed the visualizer
    changed the river around a bit

    B
    B should no longer be really easy to cap before red can arrive also added cap time

    B > C
    small change to layout


    misc
    I remade red spawn completely
    adjusted fog settings
    (for testing purposes I lowered the cap time a lot but I apparently forgot to change it)

    Read the rest of this update entry...
     
  11. simon450

    simon450 L1: Registered

    Messages:
    43
    Positive Ratings:
    4
    - revisited all connecting hallways
    - complete redesigned last and the path to last
    - I hope those platforms make a bit more sense now
    - added a ramp after cp A
    - a lot of minor fixes

    Read the rest of this update entry...
     
  12. simon450

    simon450 L1: Registered

    Messages:
    43
    Positive Ratings:
    4
    I changed a more than I feel like listing but basically
    the layout should be less confusing now and a lot of areas have been completely redesigned

    Read the rest of this update entry...
     
    • Like Like x 1
  13. simon450

    simon450 L1: Registered

    Messages:
    43
    Positive Ratings:
    4
    a8

    - red door closed not notable
    - red has enough setup time now
    - capping B adds less time
    - A / C capture zone larger
    - added a wall next to blue spawn
    - added a new path for red

    I was messing around with some lighting and detailing tell me what you think

    Read the rest of this update entry...
     
  14. Egan

    aa Egan

    Messages:
    1,318
    Positive Ratings:
    1,512
    Hey simon450 here is some quick video feedback of version _a8:


    View: https://youtu.be/YQZLecQQPXc


    Seems it's a bit hard to catch grips on attacking A, B. Like you need to maintain a foothold on the area while thinking about flanking as well (but difficult to do as it would seem).
     
    • Thanks Thanks x 1
  15. simon450

    simon450 L1: Registered

    Messages:
    43
    Positive Ratings:
    4
    a9

    - A has a sentry spot now
    - A less flat
    - Made second route to A more obvious

    - B cap model now changes to the correct skin
    - B changed layout a bit
    - B extra route

    - C new route for Blue
    - C control point reworked


    - fog
    - random changes to lighting
    - clipping makes more sense

    Read the rest of this update entry...
     
  16. simon450

    simon450 L1: Registered

    Messages:
    43
    Positive Ratings:
    4
    This download has been removed and is no longer available for download.
     
Thread Status:
Not open for further replies.