staircase in tf2

Discussion in 'Mapping Questions & Discussion' started by fubarFX, Jan 23, 2010.

  1. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    how do you guys feel about repetitive/generic staircase like these?

    [​IMG]
    ^^^ from pl_awesome. looks horrific, no offence.

    I noticed valve and other mappers tend to avoid doing such stairs.
    it surely ain't friendly for stair stabin and blind stabs but yeah, I'm finding myself in a situation where I might need to make one of these due to the vertical design of my map.

    do you think it's an absolute no-go or can it be acceptable in certain condition?
     
  2. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Generally you don't want to make the player have to lift his mouse of his pad.. which he will have to do for turning/traversing stairs of this fashion. This is for a number of reasons, but mostly because it removes total player control for a brief period of time.

    There's nothing stopping you from adding one into your map but it will look bad, and play worse. If you need one of these in your map then you have a design issue you need to reconsider, likely regarding layout.

    Vertical combat is a key part of the TF2 combat experience, but that doesn't justify scenario's with excessive heights. 256 units is a decent enough height. I think the most one should consider is the central area of Granary or the last control point of Gravelpit.
     
  3. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    ah well mine ain't so excessive (only 3 floor) so I guess we'll see how it turns out on the next gameday