rural_warehouse

Discussion in 'Map Factory' started by alecgorge, Aug 18, 2009.

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How do you like this map?

  1. Love it! Would Play all the time

    2 vote(s)
    22.2%
  2. good...meh

    4 vote(s)
    44.4%
  3. ok

    2 vote(s)
    22.2%
  4. hate it

    4 vote(s)
    44.4%
  5. would play it after some changes

    5 vote(s)
    55.6%
  6. i just like polls.....

    5 vote(s)
    55.6%
Multiple votes are allowed.
  1. alecgorge

    alecgorge L1: Registered

    Messages:
    33
    Positive Ratings:
    13
    Rural Warehouse

    Definitions
    I will mention cap 1, 2, 3, 4 and 5.

    Here are where they are located (kinda old pic):
    [​IMG]

    Summary
    This map is a small map intended for probably no more than 16 people (although 32 people are supported). This map was designed to play with my 'real-life' friends (about 4-8 fairly skilled TF2 players)

    It has 5 control points. Blu starts with one point, as does Red. Both are attempting to capture each others final point.
    The Story (Do I need one?)
    Blu purchases a big warehouse next to Red's executive retreat houses in the farm land.

    The Good (What I think is good)
    HDR!

    This map is different than most maps: the central point is not meant to create a stalemate in the way that most maps are. The map is balanced (to the best of my knowledge and ability) but not mirrored.

    They are multiple exits from each spawn that come out in very different locations, which makes spawn-camping significantly harder.

    Plenty of cover on Red's side, plenty of 'catwalks' on Blu's side.
    The Upcoming Features (In the next week)
    • 3d skybox
    • make the Blu area more stylized (use tf2 props can make it have the signature look)

    Want to play the map?
    Join here!
    [​IMG]

    PLEASE
    This is my first map ever in any editor. Please critique it to the max so I can get better (with suggestions on how to make it better). Also if anyone has a good displacement tutorial I would love to see it.
     
    Last edited: Aug 24, 2009
  2. Engineer

    aa Engineer

    Messages:
    1,166
    Positive Ratings:
    376
    For your first map this is really good ;)
    But it think that CP's are too close to each other :(
     
  3. potatocubed

    potatocubed L1: Registered

    Messages:
    21
    Positive Ratings:
    7
    I found this n00b displacement tutorial quite handy:

    [ame="http://www.youtube.com/watch?v=nre432l_OTc"]YouTube - Source SDK tutorial - Displacements[/ame]
     
    • Thanks Thanks x 4
  4. alecgorge

    alecgorge L1: Registered

    Messages:
    33
    Positive Ratings:
    13
    @Engineer
    Thanks! I don't know if you actually downloaded the map or just looked at screenshots, but they seem close, but on a small server that is just what you want. I am re-thinking what I said and that it is probably for 6v6 or less.

    @potatocubed
    thanks. that is really useful!
     
  5. Engineer

    aa Engineer

    Messages:
    1,166
    Positive Ratings:
    376
    Soryy i didnt download i was on itouch, but they really seem too close, with a few edits it will look ok ;)
     
  6. alecgorge

    alecgorge L1: Registered

    Messages:
    33
    Positive Ratings:
    13
    @engineer
    that is fine I was just curious. Sorry for making you download 6 2mb screenshots on your iTouch :D . I added thumbnails with links to the big one.

    do you mean the bird's eye path is too short, or the walking distance is too short?
     
    Last edited: Aug 19, 2009
  7. alecgorge

    alecgorge L1: Registered

    Messages:
    33
    Positive Ratings:
    13
    in my b7 version, all the 'bugs' are fixed and now i am working on stylization and making the map a bit bigger.
     
  8. Lazy Eskimo

    Lazy Eskimo L2: Junior Member

    Messages:
    76
    Positive Ratings:
    11
    From the look of screenshots it looks like it would be better suited to one of those (forgot name) maps where you can cap any cp at any time and try to reach 100% first.
     
  9. alecgorge

    alecgorge L1: Registered

    Messages:
    33
    Positive Ratings:
    13
    @lazy eskimo
    Well, I tried that and that was terrible. My map is too linear.

    I just updated to B7. It looks much, much nicer!

    Please DL and critque!
     
  10. alecgorge

    alecgorge L1: Registered

    Messages:
    33
    Positive Ratings:
    13
    Really? No Comments?
     
  11. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
    1,443
    Positive Ratings:
    356
    Looks pretty small to me. I know you are going for a smaller player base so it's probably fine.

    Looks like maybe you could use more cover around the points.

    Always hard to give any solid feedback without playing it though.

    It looks nice.
    ----
    I looked at the screenies again...

    If points 4 & 5 are blu and reds points, then it looks like one team will have an advantage getting to mid first. One of those points is closer to the middle points. So that team will be able to get a point capped quicker and head to mid quicker which is gonna lead to imbalance.

    So I'd suggest making sure that it is very symetrical. Yeah, boring maybe but balanced and that's the most important thing.
     
    • Thanks Thanks x 1
    Last edited: Aug 24, 2009
  12. alecgorge

    alecgorge L1: Registered

    Messages:
    33
    Positive Ratings:
    13
    @Sgt Frag
    Thanks for taking a good look. Point 1 is Red's first point and Point 5 is Blu's first point. B7 (the version up here) was just me finalizing the Red scenery. In B8 (which I am almost done with), there is a third door out of Red spawn which allows Blu and Red to get to the first point at the same time.

    You made me realize the middle point is still a little unbalanced in favor of Red. In fact the entire map is Red favored. I plan on doing a ton with Blu base.

    Also I will add some more cover on the points.

    Yes, it is meant to be small. It is really fun on 2v2 and 3v3 (that is all I have tested).

    I plan on putting up a 24/7 server running this map for people to test out, so hopefully more people will respond :).
     
  13. alecgorge

    alecgorge L1: Registered

    Messages:
    33
    Positive Ratings:
    13
    Server is up:
    [​IMG]
     
  14. alecgorge

    alecgorge L1: Registered

    Messages:
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    Positive Ratings:
    13
    server is running pre-release of b8
     
  15. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    396
    very, very small. Very small. Needs to be bigger for 5cp. Like 5 times bigger.
     
  16. alecgorge

    alecgorge L1: Registered

    Messages:
    33
    Positive Ratings:
    13
    Noted, but have you actually played the map?

    I find this very fun in 3v3 matches.