Skybase

Discussion in 'Map Factory' started by Ashigak, Feb 3, 2010.

  1. Ashigak

    Ashigak L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    Last edited: Feb 3, 2010
  2. honorum646

    honorum646 L6: Sharp Member

    Messages:
    335
    Positive Ratings:
    66
    Some people might comment about the coloured lights, but as long as they are only in spawn they shouldn't be too bad.

    Also, you stole my idea for my next map!. :p
     
    • Thanks Thanks x 1
  3. Leminnes

    aa Leminnes

    Messages:
    1,317
    Positive Ratings:
    801
    I'd say, my main complaint is that there's clipping or a skybox that is really low down in the central arena area. I can't sticky-jump or rocket-jump without hitting an invisible ceiling.
     
    • Thanks Thanks x 1
  4. Ashigak

    Ashigak L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    Yeah the coloured lights are only for the spawn - just to change it a little bit...oh and sorry for taking your idea, what were you going to create?

    I did have that on my list for the new version I think; I was waiting for more things to update before I released another version.


    Ashigak
     
  5. Leminnes

    aa Leminnes

    Messages:
    1,317
    Positive Ratings:
    801
    I would also say that the whole thing just feels kind of sterile but I'm assuming your not done detailing.
     
  6. Ashigak

    Ashigak L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    I'm still working things over with it...don't know how much to put in and where, so the usual!


    Ashigak
     
  7. honorum646

    honorum646 L6: Sharp Member

    Messages:
    335
    Positive Ratings:
    66
    I was going to create a "skybase" sort of thing but it doesn't matter. :p
     
  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,561
    Reminds me a lot of pickle's maps..
     
  9. Ashigak

    Ashigak L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    Is that a bad thing? I must hold my hands up and say I did study his work a bit.


    Ashigak
     
  10. Bya

    Bya L1: Registered

    Messages:
    46
    Positive Ratings:
    7
    Looks good.
    I must say that I absolutely suck pens at lighting though.
     
    • Thanks Thanks x 1
  11. What The Funk

    What The Funk L1: Registered

    Messages:
    9
    Positive Ratings:
    2
    bar a lack of props, this is an awesome piece of mapping, very good lighting (i suck at it ) and im liking the style, gj :D
     
    • Thanks Thanks x 1
  12. Ashigak

    Ashigak L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    I hate double posting and bumping threads but I would like some more feedback on this map if possible. I have waited a while for another response.


    Ashigak
     
  13. l3eeron

    l3eeron L8: Fancy Shmancy Member

    Messages:
    594
    Positive Ratings:
    85
    Nice work on keeping the map neat and streamlined! Kodus for good optimization.

    I haven't played it yet, so all I can offer is feedback from running around.



    As far as layout, I would say it's a great design. I found my around the map very easily right away. I did notice a few tweaks I would like to suggest. I like the upper middle area, it's a shame there's no access to it from the 1st floor of the outer main area. Would be real nice to have a way up there with out having to run all the way back into your base (or theirs).

    Maybe add a ramp here somehow?
    see image:

    [​IMG]



    I also see a potential issues with the fact that an SG can cover all 3 doorways going into the intel room. Might be a bit too strong for defense. There's a million ways to "fix" this. Add a small side path (maybe roof access, or a tunnel etc). Or give the attackers some cover, maybe a bookshelf that a demo can lob nades over etc. Something small and subtle would sufficient.








    Something is wonky about these glass pieces. For one, the very corner edge is missing the red framework. But, I also think they might be too strong of cover. Maybe if they weren't so tall?

    [​IMG]










    In my book, this is a big no no. An SG can shoot into the spawn room....from the main fight area!


    [​IMG]






    Another main thought going through my mind was, You could make it a lot more sky-ish. I know you're still devleoping the map, but I want to point out some thing I think would work towards your intended skybase theme. The Intel room ceilings could be a big glass dome as to allow the players to see more skybox. Also was thinking it would be awesome to have other bases floating in the sky in the 3dskybox. That would give it some more depth. Also, I think there are cloud cards for the 3dskybox. I think if you added fog and some moderate wind sounds would make it even better.



    get rid of this view obscuring wall. add 3dworld of floating bases! :thumbup1:
    [​IMG]




    Open up this ceiling so we see more sky.
    [​IMG]
     
    • Thanks Thanks x 1
  14. Ashigak

    Ashigak L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    Thanks for taking the time to look through the map in such detail l3eeron!

    I'll take all of this into consideration for the next update I make to this map although that could be quite a way into the future as for my time available now.


    Ashigak
     
  15. l3eeron

    l3eeron L8: Fancy Shmancy Member

    Messages:
    594
    Positive Ratings:
    85
    So we tossed it on our server, and played a full round with teams pretty much full. It didn't go over so well. The main problem is the location of the spawn rooms, like I was afraid of originally. I was getting blown up the instant I spawned from accidental spam spilling into the open spawn doors as people were leaving the room.

    It rated 2.53 out of 5.


    The secret door to the teleport was not a good turtle breaker. It might work if you have two doors coming out of the tele destination. But, once a team turlted up with 3 SGs watching the intel, it staled out.

    I would suggest making the upper middle and side routes a more viable option by making them more accessible and more direct to cut out some travel time. As it is now, no one takes the side routes into the intel room because there's no difference between which door you enter from. All 3 doors are sitting at the same elevation, and facing into the room in the same direction. Give the side routes some cover as they enter and/or some elevation or something!

    Good luck, I really hope you decide to pick a real theme and detail it!
     
    • Thanks Thanks x 1
    Last edited: Mar 9, 2010
  16. NeoWarfare

    NeoWarfare L1: Registered

    Messages:
    5
    Positive Ratings:
    1
    How do I save a map to my game?
     
  17. Engineer

    aa Engineer

    Messages:
    1,166
    Positive Ratings:
    372
    When you download it, put it in:
    X:\Program Files\Steam\steamapps\*username*\team fortress 2\tf\maps ;)
     
  18. NeoWarfare

    NeoWarfare L1: Registered

    Messages:
    5
    Positive Ratings:
    1
    Thanks man im new here