Discussion in 'Map Factory' started by Crash_Override, Dec 17, 2011.
Here is my new map. Please leave lots of constructive feedback!
I can tell you just from the pictures that this map is far, far too open and other than the central building, very flat
hl2 props oooooh nooooooo
The skyboxing shown in picture one, will look awfully blurry judging by your picture so I advise moving that further back
Well done on trying to break repetition with the props. But you really need to work on designing a layout that isn't just a big open space. It's poor for gameplay/balance and performance.
Which ones are HL2 props so I can remove them I want the map entirely TF2 Models.
BTW even if there are some, the map is pakratted.
I was looking for game-play like in ORANGEx3, with lots of open space and massive fragging. I have played this map tons and there is alot of stuff to hide behind. But as I said in my changelog, I do need to make it bigger and I guess I could include ramps and maybe make an underground/basement area for it.
I did notice that when I played the map, it is the same with the oil tanks. I have always hated making 3D skyboxes that were more detailed than a gm_flatgrass or a waterworld. I will be watching some more tutorials to get some more skill.
I was thinking more along the lines of solid geometry; big walls and structures, etc. It's important for breaking line of sight and culling portions of the map from being rendered. As for gameplay, large open spaces lend themselves to classes like sniper and soldier who are medium to long range classes, and scout, who is fast. Having corners gives gameplay opportunities to engineers to setup gear, spies to hide and uncloak and pyro's to setup ambushes.
Note: When you browse for props in the model veiwer it has a "HL2" or "TF" tag on the left of the props name/directory. Clicking the tab at the top of this column will lump all the TF and HL2 props into the 2 groups for easier relavent browsing.
This is biggest fault in the map.
Orange X gameplay is probably worst gameplay TF2 got to offer.
I'd rather rebuild the map with actually fun to play layout instead trying to be millionth orange x clone.
Visually it's a mess, too many random models scattered around and not enough structures. The massive number of buildings and hl2 silos (???) clustered a meter away from the outside wall don't help. Also, there is no way anyone could be successful playing any class other than sniper, soldier, and maybe engineer if they could get to the top of that huge tower in the center. Maps should cater to all classes, those that don't are gimmicky, boring, and die out quickly. Like Wankhouse said, just say no to Orange X.
Just my opinion though.
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About the map: Everyone here is right, although we can respectfully welcome a mapper trying to get better, if said mapper is basing their maps on less serious and horribly designed maps, we tend to be a little harsh, and start pushing you in the direction of officialized, or higher quality maps.
This is the opposite of what you want. Any time. If you are shooting for a Valve-grade map you should seriously reconsider the "Wide open space" thing. You can try it, sure but with things to break up the spaces in-between so it doesn't have massive fragging.
The thing is, people don't want to "hide." They want to be able to get out in the open and kill each other without getting instantly picked off by snipers. I admit I haven't played any other multiplayer shooters since Halo, but isn't that kind of the problem most other shooters have? That the sniper rifle is ridiculously overpowered so they started gearing the gameplay more towards popping in and out of cover instead of trying to design maps that made it genuinely less effective?
in other shooters, there are other long-range pinpoint/near pinpoint accuracy weapons available (AK, Shock Rifle, etc.) and/or the game is not class-based and everyone can opt for sniping so snipers are not as bad. here almost everything besides sniper rifles is affected by falloff and non-instant hit and/or inaccurate.
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