CP Silica Valley

Discussion in 'Map Factory' started by Soupstorm, Apr 13, 2011.

  1. Soupstorm

    Soupstorm L2: Junior Member

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    It's a long-form Attack/Defend CP map like Gorge, only with three points, and the area from Blu's spawn to the first point comprises close to half the map.
     
    Last edited: Apr 14, 2011
  2. RaVaGe

    aa RaVaGe

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    Need some screenshots here !
     
  3. Jeremy

    Jeremy L11: Posh Member

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    We need some screenshots riiiiight here.
     
  4. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Besides the (sorry to say) not so great use of textures, I feel like it might be too small, even with A being half of the map, A>B and B>C look less than that...

    There also, just from teh screen shots, might be too many routes onto a point. I can't Download it right now to check, but thats what it looks like from the screenshots.
     
  5. Fredrik

    Fredrik L6: Sharp Member

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    Strange brushwork and choice of textures. Looks kinda cool otherwise.
     
    Last edited: Apr 13, 2011
  6. Jeremy

    Jeremy L11: Posh Member

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    Ideally, textures should be left until beta.
     
  7. absurdistof

    aa absurdistof

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    Your control points look really really close unless the map is deceptively scaled. I suggest you stretch out the map and move the control points a little more away from each other, so the gameplay won't force each team to turtle like junction.

    EDIT: Also, to get your map tested, head over to the events section and sign it up for a gameday!
     
  8. Tyker

    Tyker L5: Dapper Member

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  9. Pocket

    aa Pocket func_croc

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    The layout is very much like a maze. What look like obvious exits to the next area turn out to be dead ends, and the real routes are small, hard to notice, and so winding that they look like you're going the wrong way until you come out on the other end.

    This. Our first round as RED, most of the team just stood there staring at it instead of going to the first point, apparently thinking it was a starting gate or something.
     
  10. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I left feedback on the worst bits: I said this layout was "Unintuitive" and i want to expand on that: the most obvious route was never the right one. The points were instantly obvious from the start, but then the routes to them were usually oddly-shaped, and forced you to go around the back too much. Flanking routes at A and B took you so far past the point i twice missed B entirely and had to double back.
    Plus, the Chokepoint between B and C was horrible, you should never, ever, ever, ever, ever ever, have only one route between places.
     
  11. Wilson

    aa Wilson Burial by Sleep

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    I honestly think it is wise to take points and areas around them from map, scrap everything else and plan areas between them. Right now map is quite a mess, points are good but areas connecting them are not, points are in any case so close to each other that no matter what you do, map will be spamfest because each point is one rocket jump away from each other, this is not good at all.