Slupin

Discussion in 'Map Factory' started by Nitram, Jul 3, 2010.

  1. Nitram

    Nitram L2: Junior Member

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    Would greatly appreciate any feedback, and that anyone would look at it.

    Special thank goes to A Boojum Snark for his ultimate resource pack, and to YM for his tutorials and prefab pack. And my clanmates.
     
    Last edited: Aug 31, 2010
  2. lana

    aa lana Currently On: ?????

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    It looks nice. A few tips though:
    - You should put paint patches underneath most of your pickup locations. It signals to new players that an item will spawn there, even when they've been taken.
    - All of your pickups look like they're either small health or small ammo. Consider increasing the size of a few of them.
    - The capture zones of all of your points seem very small. A single sticky could dislodge players from atop the spire or the final point, and a handful could kill any players on them.
    - It looks like it's really easy for the attacking team to secure and hold the control points up to the final.
    - The second and third screenshots have some massive sightlines.

    Overall, nice looking layout. I don't think it's beta stage yet, but it looks like a fun map to play.
     
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  3. Tekku

    aa Tekku

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    Looks great, i don't like white brick buildings in 2nd and 3rd screenshoot, it looks nice in well and freight, but not in alpine map, although its only my thoughts.
     
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  4. Passerby

    Passerby L2: Junior Member

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    looks pretty good but i dont like the look of the brick building outside and find the inside as a very quakish design
     
  5. Urban

    aa Urban

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    Quakish like a duck?
     
  6. Nitram

    Nitram L2: Junior Member

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    Thanks for the feedback :)

    Final point is a bit small yes, should be easy to fix, but I think spire is big enough, doesn't need to be much bigger at least.
    I was aware of that, and I've got some ideas on how to split it up with some walls.


    And about the brick texture, I was trying out a few textures before that, landed on that one even though I wasn't that pleased with it either, any suggestions?:p

    That was what I thought at first, but then I realised it's quakish as in quake, although I would like a proper definition of it. :p
     
    Last edited: Jul 3, 2010
  7. Passerby

    Passerby L2: Junior Member

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    ah sorry i was in a rush i meant as in quake the game the indoor architecture has the same feel
     
  8. lana

    aa lana Currently On: ?????

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    Quakeish - [1] Of resemblance to, or retrospective of, the architecture in the original Quake. [2] Resembling the gameplay or architecture of classic First-Person-Shooter games. [3] Comparative to an earthquake or tremor.
     
  9. Prestige

    aa Prestige im not gay anymore

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    I love the 4th pic's spire-like thing. i sort of had something similar but worse :p
     
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  10. honorum646

    honorum646 L6: Sharp Member

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    This map has a distinct badlands feel.

    You've got a spire as a cap point (just like badlands). The indoor cap with that three split bridge looks very much like badlands' final cap, not to mention it's a five cp.
    This isn't meant to be taken harshly, it's just a personal observation.

    I'd personally leave the spire the way it is, seeing as it's the mid point. (Actually, maybe make it a bit larger on top to avoid nasty airblasts). Also, maybe change up the final point a bit more.
     
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  11. Prestige

    aa Prestige im not gay anymore

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    eh. i really dont see it. a lot of the parts look original and if a part or two are similar and one part is a replica it really seems fine to me.
     
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  12. MangyCarface

    aa MangyCarface Mapper

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    Map looks really cool. Hope to playtest it when I get back
     
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  13. Nitram

    Nitram L2: Junior Member

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    How about blocking the long sightline like this?
    [​IMG]
    From the other side:
    [​IMG]
    And here's last point made a bit bigger:
    [​IMG]
     
  14. absurdistof

    aa absurdistof

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    I don't see that sightline becoming too dangerous unless it's either a

    1) Particularly useful sideroute
    2) Chokepoint, in which it should be wider anyways :p
     
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  15. Nitram

    Nitram L2: Junior Member

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    Yay! B4 released, going to sign this up for gameday, hope you like it, and I would like some feedback :)
     
  16. Languid

    Languid L5: Dapper Member

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    man oh man look at that spire. Good stuff.
     
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  17. Nitram

    Nitram L2: Junior Member

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    Anyone got any feedback from gameday yesterday?
    One thing I really have to change is 2nd to 1st. And possibly the whole of 1st point. Any tips on how to change it would be appreciated.
     
  18. Confidence Man

    Confidence Man L1: Registered

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    For the base itself I'd maybe simplify it a bit. It seemed a little maze-like with all the doorways and halls.

    I'd also move that central walkway going right over the point, it seemed a little strange to have a cap point right under it. Maybe do two walkways around the sides going over the other two doors on the lower level instead and block off coming straight out of spawn with glass or something (even more like Badlands, I know). A crude visualization:

    [​IMG]

    And I'd add another route from 2nd to mid, around here:

    [​IMG]

    It felt kind of funneled-in there.

    Mid point is nice, if a little boxed-in. Maybe add some large windows in the two buildings on either side?
     
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  19. Mr.Late

    Mr.Late L7: Fancy Member

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    It is quite good map, solid design and stuff. I like the middle.

    -Last point is maybe a bit too hard to defend. The spawn room is also a little confusing.
    -Clip the spiral in the middle. You could get stuck randomly and die because of it.
    -Area between 1st and 2nd point felt confusing. You might want to make it more open or something.
     
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