Sanctified_a1 (working title)

Discussion in 'Map Factory' started by Zaeils, Oct 4, 2009.

  1. Zaeils

    Zaeils L1: Registered

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    The map title is just a working title.
    This map will be attack/defend when it is done. However i do not know when it will be done because i am a very busy person.
    Anyway, this is alpha 1, im posting it much earlier than i had planned to because i need some opinions on it.

    When it is done it will have 4 capture points (which are more or less elevated surfaces at the moment. The spawn points will be at either end of the map (currently there is just 1, at the last cap point location)

    The map is currently full bright (although the map will be heavily outdoor lighting) and no cubemaps or anything. I am looking for opinions on the general layout of the map, and how i might improve it for gameplay.
     
    Last edited: Oct 4, 2009
  2. The Political Gamer

    aa The Political Gamer

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    Just from looking at the screens I can say a few things...
    1. Put in some lights! fullbright is very ugly
    2. The map is very open thus snipers will rule the map.
     
  3. Zaeils

    Zaeils L1: Registered

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    There, dl is up :)

    and oh yes i am planning to put in tons of sniper walls (although i am going to leave a few evil spots open, but don't worry there will/are ways around it)


    I suggest dling it and giving it a run around, the screen shots really don't show much sadly :(
     
  4. absurdistof

    aa absurdistof

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    Kill the fullbright and you got yourself some dl's
     
  5. Lancey

    aa Lancey Currently On: ?????

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  6. Seba

    aa Seba DR. BIG FUCKER, PHD

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    As people before me said, add lights and sniper cover. Other than that, I would change up some of your textures; give the RED areas a bit more of a RED feeling, select adjacent textures to be (slightly!) more contrasting, and you've yourself a nice piece of a map.
     
  7. Zaeils

    Zaeils L1: Registered

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    Ok, ill add lighting in and ill do the respawn and cap points at the same time, and ill create the lighting from the sky and add in some torches in select spots too... but besides the lighting what do you guys think of the layout from the overtop view?
     
  8. Lancey

    aa Lancey Currently On: ?????

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    What's with that huge gray disk?
     
  9. Zaeils

    Zaeils L1: Registered

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    The huge grey disk is actually chrome, it doesn't show up because i didn't build the cube maps on the alpha version
     
  10. Ravidge

    aa Ravidge Grand Vizier

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    Judging from the pictures, I'd say the map is overscaled. I mean, I know how large the badlands spire prop is, but your surrounding cliffs are twice as high. And the long open flat travel distances doesnt look too fun either.

    You should use some props when doing the basic layout. Something like doorframes, fences or why not a heavyguy model (remove for the compile though!). Since models cant be scaled it keeps your scale somewhat controlled.
    Also you should try to make the map into zones/areas. I can not see where one point connects to another in your overhead shot, it's much too open and unfocused.
    Think of the gameflow when designing your layout. Don't forget to check other peoples/valve maps in between making your own, so you can see what works and what doesn't.
     
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  11. Zaeils

    Zaeils L1: Registered

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    Yea i made the cliffs high because it's suppose to be a canyon type thing. And yes some of the distances are quite long, such as that bottom part of the above view, i need to put something down there to break it apart...

    and the zone idea sounds interesting... might work out better on this map than a simple attack/defend.... ;)