strange

Discussion in 'Map Factory' started by Rexy, Dec 31, 2009.

  1. Rexy

    aa Rexy The Kwisatz Haderach

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    I'm going to try to get this into Wednesday's gameday testing, but if not, those impromptu tests are always great.
    ________________________________________________

    So this is my gravelpit style cp map, cp_sketch.

    After the gameplay has become solid (with plenty of tests and alphas), I boast a stylistic theme never before seen in a video game--yet will still fit into the conventions of team fortress 2 style (more or less). I'm not yet willing to disclose what that theme exactly is, but I'm sure the title will fill out in on part of the style, but not all of it.

    This is a continued project from an archived map, cp_sketch, and can be found here:

    http://forums.tf2maps.net/showthread.php?t=5078

    But first, gameplay is the most essential part. I'll probably set up some impromptu testing later today (12/31/09).

    Leave feedback when you get the chance. Thanks!
     
    Last edited: Mar 3, 2010
  2. Hanz

    aa Hanz Ravin' Rabbid

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    I liked the map while playing it with 4 players, all points were pretty fun. I hope this will be the same with more players. :D
     
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  3. Zeewier

    Zeewier L9: Fashionable Member

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    Isn't this the map you are making with Hanz?
     
  4. Rexy

    aa Rexy The Kwisatz Haderach

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    Not anymore.
     
  5. Engineer

    aa Engineer

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    Oooh, a map from Rexy :thumbup:
     
  6. Steff0o

    Steff0o L6: Sharp Member

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    i love your healt and ammo pack models :p
     
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  7. StickZer0

    aa StickZer0 💙💙💃💙💙

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    This looks amazing!
    I'll definitely play it next time it's at gameday, looks very fun! :)
     
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  8. The Political Gamer

    aa The Political Gamer

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    Are you going to release those big placeholder things?
     
  9. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    Looks incredible, Rexy.

    Please release the placeholder models. :p
     
  10. ANova

    ANova L7: Fancy Member

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    looks really good
     
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  11. Bockagon

    Bockagon L3: Member

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    looks really good. I lol'd at the placeholder models :p
     
  12. Lancey

    aa Lancey Currently On: ?????

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    The sketch says Dustbowl style. Nice looking map though!
     
  13. nik

    nik L12: Fabulous Member

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    seems kind of sketchy if you ask me.
     
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  14. Rexy

    aa Rexy The Kwisatz Haderach

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    I would but...seriously? It took me all of 10 minutes to make. And they don't really serve any real purpose other than to mark my towers.
     
  15. StickZer0

    aa StickZer0 💙💙💃💙💙

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    Played the a1, it was amazing fun!
    Sure I only played two classes, but it felt very fun and interesting to play.
    Capture point A was good because Red had direct access to it, meaning they could take it back quickly if needed, but that wasn't the same case for B. Neither Blue nor Red had any obvious sightlines to it, and red had to travel through a chokepoint to reach, meaning once blu were on it, they were gonna keep it.
    Similarly, blue had to go through either one of two chokepoints which weren't totally worth the risk of going through or they could go through a very overlooked pathway which came out underneath the cap. I found this way was great for spies and small classes, but the confusing hole was kinda pointless.
    Apart from those things, and a few walls with gaps inbetween, I thoroughly enjoyed this map and cannot wait for the next version!
     
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  16. MangyCarface

    aa MangyCarface Mapper

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    Solid.
    1. Move B outside of the building
    2. Revert to Valve health packs for visibility
    3. Remove death pit
    4. Obscure at least 1 entrance to C
    5. Even at dev level, team colors are more suggestive than Orange
     
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  17. littleedge

    aa littleedge L1111: Clipping Guru

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    Yeah. May I suggest texturing the BLU spawn blue-dev, RED spawn red-dev, and then each point maybe have the cap building/surround the cap be reflectivity (70) walls so it's less orange/grey.
     
  18. lamelikemike

    lamelikemike L1: Registered

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    it would be nice if their was another way to the top of C-tower, but it was fun. the only time i had a real game on it the teams were pretty stacked and our team was on the losing end.

    also maybe the little upstairs section in the building direct beside point A should have another entrance/ exit as weel, on of the times we were dominated it was because they could hold out inside that building so well.
     
  19. Flame

    aa Flame

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    Agree with mangy. once a team grabs B there is really no hope of taking it back once they get the demoman inside the house.

    also C needs a bit more fighting space and alternate ways up. I'm trying to think of a way to do that without making it look like gpit c but theres probably something you could do.

    most classes can jump anyway its just you dont want medics to feel helpless when theyre defending up there.
     
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  20. Rexy

    aa Rexy The Kwisatz Haderach

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    Edit: Can I have an administrator change the name of the thread so it drops the version suffix? Nothing I do will alter that. Thank you!


    Update: see the top for download link.

    Changelog, Alpha 2, Feb 09 2010:

    *Moved the cp at B to the outside of the building for balance purposes
    *Sealed up the death pit just outside C
    *Added a house for the A-C travel area for balance at C

    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: Feb 9, 2010