Solar

Discussion in 'Map Factory' started by Sel, Jan 12, 2010.

  1. Sel

    Sel Banned

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    My contest entry, and a very quick block out at that.

    Looking forward to experimenting with the flag area.

    I also intend to rip off halo ctf entirely at a later date!
     
    Last edited: Jan 28, 2010
  2. JSTProductions

    JSTProductions L1: Registered

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    Looks great for an early blockout, reminds me of old games though :)
     
  3. StickZer0

    aa StickZer0 💙💙💃💙💙

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    Those shadows look quite dark. Maybe up the ambient brightness in the light_environment?

    It certainly look interesting but having the intel so low down might promote spam into the pit either defensive or offensive.
     
  4. Bslashingu

    Bslashingu L2: Junior Member

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    Would you happen to have a leak? That'll cause some really dark shadows.
     
  5. The_Ulf

    The_Ulf L6: Sharp Member

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    Speaking of solar... shit be dark. The environment gallery by Acegikmo is crazy helpful for slapping in a quick, good standard environment.
     
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  6. Sel

    Sel Banned

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    It's loosely based off of a UT2004 level, which was easily my favourite ctf level of all time. (Concentrate)

    Maybe, playtesting will tell.

    Not according to the compile log.

    Haw Haw nice pun :p

    I'll take a look at that sometime, thanks.
     
  7. no means nomad

    no means nomad L1: Registered

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    Like the flag room, center and lower path seem a little dull. Pretty much zero vertical play n the center right now it seems like.
     
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  8. Sel

    Sel Banned

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    I agree. Gonna make that better later on, first though I'd like to find out how the capture areas play out or whether I should scrap everything and start over.
     
  9. Sel

    Sel Banned

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    So tell me, does anyone know how well source can do normal maps, or am I wasting my time doing sub-d work in this game?

    [​IMG]
     
    Last edited: Feb 10, 2010
  10. Sel

    Sel Banned

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    A2 Has been released, check the first post for details and updated screenshots
     
  11. Caliostro

    Caliostro L6: Sharp Member

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    First issue is that it's way too dark. Way, WAY, too dark. Half the time I couldn't tell whose team people were on till they shots were traded (and half the times neither could they apparently).

    That said, my biggest problem with this map is the "intel room"... Which isn't so much a "room" as it is a massive death pit.

    Generally speaking, placing the intel on the bottom of a room with ledges overlooking it is bad... Forcing anyone to climb back up with the intel, with the very likely possibility of them falling lower is downright sadistic.

    The intel area feels unnecessarily huge for what it is (or, specifically, for what it isn't). It's basically a big, open and "undefined" death pit, which quite honestly needs a redo. The middle seems fine enough though. So just focus on remaking the intel area IMO.

    Goodluck.
     
  12. honorum646

    honorum646 L6: Sharp Member

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    It was much to large. You'd treck acros the map fighting all the way, then you'd die in the middle and start over again. There wasn't an easy way to get rid of the sentries in the big pit of an intel room and you could barely get away with the intel.

    In the light_env ADD AMBIENT LIGHT. It was nearly impossible to tell the teams apart I'm the grey shadow. Perhaps rotating the map a bit so that the shadow wasn't over the red side.

    The size of some of the areas was unnecessary.

    CUBEMAPS! There is no excuse except for laziness! Just slap down some env_cubemaps!

    Func_respawnroom is a NECESSITY! It blocks building in the spawn and makes it so you don't die when you try to change classes.

    Respawn times were painful. You'd take out a sentry gun and not even be able to get back before they'd gotten another lvl 3!
     
  13. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    yeah some area were very dark making the map nearly impossible to play at some point.

    also heard people sayin there were no func_respawnroom so make sure to check that out.
    general layout was alright tho. keep it up
     
  14. sniprpenguin

    sniprpenguin L6: Sharp Member

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    Aside from the things stated above, I'd just like to say that condensing the map vertical-wise would help, especially if you plan on keep your flag room in the same layout.
     
  15. Sel

    Sel Banned

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    The cubemaps and respawnrooms were there, but visgrouped out when I compiled, no clue why :S

    As for respawn times, I'm not quite sure as to how to alter those, so I guess I'll do some digging and find out.