PL Temple

Discussion in 'Map Factory' started by yoghurt, Sep 1, 2013.

  1. yoghurt

    yoghurt L1: Registered

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    This is my map i'm working on for the pacific pack.
    It's gonna be a jungle/temple themed map.
    (A2)
     
    Last edited: Sep 13, 2013
  2. Geit

    aa Geit 💜 I probably broke it 💜

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    • Thanks Thanks x 1
  3. yoghurt

    yoghurt L1: Registered

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  4. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    I the orange - call it orange jungle!

    For the tracks - if you remove the shadows option you'll stop those weird shadows from happening in your pictures.
     
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  5. yoghurt

    yoghurt L1: Registered

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    Oh yea those were anoying me alot. Thank you! :)
     
  6. DonutVikingChap

    DonutVikingChap L5: Dapper Member

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    I played this map for just a few minutes on the impromptu today, and I thought it looked pretty cool. It obviously needs a few changes, but it definitely looks like a very interesting payload map and I do want to see how it will improve in the future!
     
  7. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Perhaps you should elaborate on what changes should be made so the author can fix them, instead of guessing at what you're talking about. (And don't say "it's in The feedback page' because that doesn't really help out as much as people think it does)
     
    • Agree Agree x 1
  8. yoghurt

    yoghurt L1: Registered

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    No it really IS in the feedback page.... I got a lot of feedback from the playtesting yesterday so i have a good idea of what needs to be changed.
    I'm happy that DonutVikingChap took a second to write a comment, to say that he is curious of where this map is going. :)
     
  9. DonutVikingChap

    DonutVikingChap L5: Dapper Member

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    Yeah, that's pretty much what I was trying to say with that post. I'm not sure myself what specifically needs to be changed in the map yet, but the layout didn't feel perfect in certain areas and I found myself getting lost due to there not being many arrows and also due to the big size of the map.
     
  10. RaVaGe

    aa RaVaGe

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    Ok here's the feedback.

    [​IMG]

    The first area was just impossible to defend with a sentry, try at least to create some spot where you can put a sentry, the building at the right can be a good spot.

    [​IMG]

    Need a door entrance here.

    [​IMG]

    To here.

    [​IMG]

    Same goes here, need a sentry spot.

    [​IMG]

    Try to prevent the RED team to go here, and make a stair at the other side for the BLU team to acces it.

    [​IMG]

    This area need something more, why not trying a small catwalk under the bridge, like upward.

    [​IMG]

    Make a sentry spot here and a path to acces it.

    [​IMG]

    This house shouldn't be a chokepoint, make it easy to go trough and add another path.

    [​IMG]

    Make it easier

    [​IMG]

    [​IMG]

    This part was bad, you should scrap it and make something more fun to defend, I give you some ideas.

    Overall the layout isn't bad, but the pacing isn't well set, Payload works like that:

    -> easy to push -> chokepoint with sentries to block the cart and where the red team as an advantage -> easy to push -> chokepoint ....

    Each of these stages need to be well determinated, when you play badwater by example, you know where the cart will block and where the red team will be, you even know where the engineers will put their sentries, that's a chokepoint. When you've been trough it and then capped the point, there's an area where the BLU team will push easily and nothing happen, during this time the RED team can create their defences at the next chokepoint.

    Your map lacks of this, the cart is going trough the map without really stopping at a part wich is determinated, that's not fun.

    If you want to create these chokepoints, just do the stuff I draw, and put some more ammo near the sentry spot, your map lacks of it. Don't be scared to give a lot of ammos to the players, more is better in this case, same for the health.

    About the last point I feel that you need to scrap it and create something new, it was obviously overscaled, and not fun at all, create a cool geometry were the BLU team can attack from all sides and all highs, on the other side, create a lot of sentry spots for the RED team.

    About your texturing change some of the textures, because it was really boring, and you don't really know where you need to look at, I use orange textures for the thing that the player need to look at.

    Overall the layout isn't bad, and if you can fix the flow of the players, and the chokepoints, and btw adding some variety to your geometry (more highs/angles), it can be a pretty cool map.
     
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    Last edited: Sep 2, 2013
  11. TheClaudioAmericano

    TheClaudioAmericano L1: Registered

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    The name seems pretty interesting, canĀ“t wait to try the map out and see it in its beta form.
     
  12. yoghurt

    yoghurt L1: Registered

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    A2 release

    Thanks for all the great feedback guys! :D
    Especially you Ravage that post must'ave taken ages to make and was really helpful.
    So now i have been able to release the second alpha stage, and as you can see in the pictures I've changed the colors from orange to grey. I have also changed some of the layout around all the capture points, fixed errors and added light when needed.
    I hope this is an improvement and i'm looking forward for some more feedback! :)
     
  13. Egan

    aa Egan

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    Your download link for A2 doesn't work. :(