Signage

Discussion in 'Mapping Questions & Discussion' started by Earl, Aug 3, 2008.

  1. Earl

    Earl L6: Sharp Member

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    So I have a bunch of signs on my map to help first time players find their way around, but everyone says I have the colors backwards, or that they're confusing.

    So my question is, what signage conventions do you follow?
     
    Last edited: Aug 3, 2008
  2. Spacemonkeynz

    Spacemonkeynz L5: Dapper Member

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    I find it confusing as well. Kept in mind there are static signs, which are always there, and dynamic signs, which can change colors and even be turned off/on. Both types are important in multi-round maps.

    I maybe will make a tutorial, go through all the valve maps and work out some kind of convention.

    My best advice for now is look at a valve map which matches your gamplay type, and just do what they do.
     
  3. MangyCarface

    aa MangyCarface Mapper

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    I use blue colored signs to show blue owned objectives etc. But I use red arrows to point to those goals, as red should follow red arrows :p
     
  4. Nineaxis

    aa Nineaxis Quack Doctor

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    Valve does it so that if it's pointing at a red CP, the sign is red. If it's pointing at a blu resupply, it's blue.

    Color should be based on the owner of whatever it is directing you to.
     
  5. Earl

    Earl L6: Sharp Member

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    So I perused some Valve maps and this is what I found: (I only looked at 5-poin CP maps, because that's what mine is):

    On a team's side, they have signs of that color pointing to all their battlements, cp's, resupply rooms, etc.

    There are also sometimes large arrows that point towards the center. They are there mainly to help people of that team.

    There are also signs of that color pointing to the center CP.

    Only Granary has oppositely-colored signs on the other team's half of the map, but they are placed so only the attackers would see them.

    Also, none of the signs are dynamic, i.e. they don't change color when you cap a point.
     
  6. Spacemonkeynz

    Spacemonkeynz L5: Dapper Member

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    That's not what I meant when I said dynamic.

    The "light" signs, which say things like 'Battlements', 'Exit' etc, are a prop_dynamic. You can change their skin (10 skins in total, 5 different signs for each team) using an input.

    In Goldrush, Dustbowl and Hydro these signs can change color, or even disappear, depending on what round is being played.
     
  7. Open Blade

    Open Blade L7: Fancy Member

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    I follow the rule that most people are stupid and will guess wrong what the sign means so I try to do this.

    For red base areas I use the red arrow with cp pointing to the cp's on the red side (and same for blu). I do not put any signs of the opposite color for the other team on the enemy side. Example: no red signs pointing to blu capture points on the blu side.

    And I often use the plain black and white signs just showing directions of routes, which either team can choose to follow.

    And the rule of thumb is if anybody has been playing the map for 1/2 hour or so and is still confused, you're layout might be too damn confusing. Either that or the player is very stupid and at that point should just probably follow some of the other players on his team around, they probably know where they are going.
     
  8. Spacemonkeynz

    Spacemonkeynz L5: Dapper Member

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    Parent the stupid players to a func_tracktrain, force 'em where to go. Hahahah

    Jokes

    Even Valves signs can be confusing, when Goldrush came out, players would go the wrong way.

    I blame Goldrush for having stupid spawn setups. People are use to running straight out of spawn, Goldrush made everything backwards.