Summit

Discussion in 'Map Factory' started by Cynick, Feb 7, 2010.

  1. Cynick

    Cynick L4: Comfortable Member

    Messages:
    153
    Positive Ratings:
    144
    A2 is here!

    My first released map, CTF Summit. Slightly later to the contest than I would've liked, but I'm hoping to get a little feedback on this relatively early version of the map. Mode is Invade CTF, with a custom intel modelRegular CTF!

    The Backstory: Don't know yet, but it will have to do with hydroelectric power. And rockets. :p

    Still to do:
    • Finish detailing the team bases
    • Proper lighting
    • 3D Skybox
    • 3 more novint stuffs for the contest

    Thoughts? Criticisms?

    Contributors/Thanks to:
    Thanks to:
    - Rexy (forklift model)
    - Acegikmo (environment gallery)
    - Tapp (PackBSP)
    - Boojum Snark (Improved FGD)
    - My own Soundscape Editor (shameless advertisement :p)
     
    Last edited: Feb 21, 2010
  2. nik

    nik L12: Fabulous Member

    Messages:
    987
    Positive Ratings:
    246
    This has to go in the contest entry subfolder for maps.
    some admin will do it soon, whatever.


    also OMG your outside screens look really nice! good work on the bridge
     
    • Thanks Thanks x 1
  3. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    Looks like the middle is full of unused space. Very nice work so far.
     
    • Thanks Thanks x 1
  4. Cynick

    Cynick L4: Comfortable Member

    Messages:
    153
    Positive Ratings:
    144
    Yea, I forgot about the subforum :facepalm:.
    If any admin could move this that would be great.

    And thanks for the feedback so far, that was fast :O
     
  5. cadeonehalf

    cadeonehalf L1: Registered

    Messages:
    32
    Positive Ratings:
    6
    I did a quick runthrough of the map, and took some screenshots of things that stuck out:
    [​IMG]
    These stairs feel out of place in this area, and I'm not a fan of them blocking part of the hallway- its too easy to get caught on it.
    [​IMG]
    I don't know if this is what you were going for, but having these lights upside down makes the basement feel really murky and secretive. I like it.
    [​IMG]
    This whole stairwell is a nightmare to navigate quickly. I would consider expanding the width of the staircases or just having less switchbacks. Also- this shot shows what I meant about the staircases blocking the hallway.
    [​IMG]
    WHOAH. HUGE. I would shrink the width of this map by at least a third on either side, maybe even half. I didn't even notice the ramps up from the sewer level until my third time through here, it's so massive. Also- I would strongly suggest adding more cover in the next alpha in order to get it tested and not have your only feedback be "snipers dominate, add cover plz".
    [​IMG]
    These lightbulbs feel really small and unnecessary in a map during the day. Maybe use a more noticable, larger model or just scrap the lights entirely, they don't really help.
    [​IMG]
    The lack of walkways connecting the second floors of this base to each other really bug me. Maybe something along the side so you still have that pit feeling in the center?
    [​IMG]
    Floating fenceposts.
    [​IMG]
    And again. Really, this fence doesn't really well separate the playable from non-playable parts of the map for me. There's actually MORE detail outside the gameplay zone, the opposite of how its supposed to work.
    [​IMG]
    I know most team fortress 2 maps are in box canyons of one variety or another, but JEEZ. Where's the rest of the rock wall? It just disappears. Plus its floating.

    Overall though, it's a fun map. I like the use of underground routes, it has a ton of potential but overall the scale is too big for it to be compelling to play. Looking forward to see what you do with it!
     
    • Thanks Thanks x 1
    Last edited: Feb 7, 2010
  6. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

    Messages:
    1,992
    Positive Ratings:
    1,233
    This shows visual promise.
     
  7. Cynick

    Cynick L4: Comfortable Member

    Messages:
    153
    Positive Ratings:
    144
    Alpha 2 is out! Biggest change is that i switched this to regular CTF. Full release notes are in the OP. Hoping to submit this one to gameday (provided I haven't missed any game breaking problems :p).
     
  8. Micnax

    aa Micnax I maek map

    Messages:
    2,019
    Positive Ratings:
    1,338
    Visually very pleasing, but the middle was a Sniper's dream and a nightmare for everyone else, it's HUUUUUUGE

    Also, some missing brushes from around the sewer caps on both sides:
    [​IMG]
     
  9. Rikka

    Rikka L5: Dapper Member

    Messages:
    207
    Positive Ratings:
    210
    Nothing but honest: it's awful. The mid is one big sniper sightline. The bases are easily locked down with one sentry.

    I'd recommend just starting over from scratch. I did like that detailed area behind the intel rooms, though. But there isn't really anything worth keeping aside.
     
    • Thanks Thanks x 2
  10. Ravidge

    aa Ravidge Grand Vizier

    Messages:
    1,544
    Positive Ratings:
    2,492
    This is what I came here to say. So pretend those words are twice as powerful.
     
    • Thanks Thanks x 1
  11. Sel

    Sel Banned

    Messages:
    1,241
    Positive Ratings:
    1,119
    Thirded.
     
    • Thanks Thanks x 1
  12. luxatile

    aa luxatile deer

    Messages:
    2,289
    Positive Ratings:
    1,348
    I'm sad your map looks this good only to turn out it was at least twice the size it needed to be! As all the others said, your map needs to be much, much smaller.

    The intel room seemed hard to access, but this is hard to say for sure since I never got there. :/
     
    • Thanks Thanks x 1
  13. Cynick

    Cynick L4: Comfortable Member

    Messages:
    153
    Positive Ratings:
    144
    Unfortunately I may be out of the contest unless I can come up with a genius redesign. I'll watch the STV tomorrow to see where the turtle spots were. Learning experience! Thanks for the feedback guys!
     
  14. Flame

    aa Flame

    Messages:
    369
    Positive Ratings:
    433
    your ability to make mid look good is pretty impressive, but your scaling is pretty off..

    Imo make the distance of mid about the length of one good sticky jump or two rocket jumps, move the intel out of the base into a more neutral region, and somehow keep the waterfall since it looks amazing.

    The sewer path is too large to navigate across without dying and the sightlines wont be so terrible once the scaling is fixed.
     
    • Thanks Thanks x 1
  15. fubarFX

    aa fubarFX The "raw" in "nodraw"

    Messages:
    1,597
    Positive Ratings:
    1,677
    [​IMG]

    put the sentry at the circled point and every entrance are covered
     
    • Thanks Thanks x 1
  16. Rikka

    Rikka L5: Dapper Member

    Messages:
    207
    Positive Ratings:
    210
    A warning about the STV; everyone very quickly gave up on playing a real game on the map. So while there were caps, they happen under the only circumstances possible, everyone giving up and screwing around.
     
    • Thanks Thanks x 2
  17. Cynick

    Cynick L4: Comfortable Member

    Messages:
    153
    Positive Ratings:
    144
    I think what I'm going to do with this is redesign the bases from scratch, and put them much closer to mid. Basically, nuke everything beyond the mid, move the bases up to where the cliff's edge currently is (the one facing the bridge), and the bases will be completely redesigned. I'll bring back some of the detail areas of the base, (the non-accessable areas, like the rocket factory and the storage rooms) in a KOTH map I have in the (very early) planning stages (I have nothing more than sketches at this point).

    Also, I'm going to make several changes to the mid itself to make it less sniper-spammy. I have several ideas, but I haven't settled on which is best yet.

    *gets to work*