The idea you love that just doesn't work

Discussion in 'Mapping Questions & Discussion' started by Tupperwits, Dec 3, 2012.

  1. Tupperwits

    Tupperwits L2: Junior Member

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    I just spend a good couple of hours building a map around the idea of an Indiana Jones style boulder rolling down the middle of it and needless to say it was terrible.

    So I ask you

    What's that one idea that made your life hell?
    That you loved too much to remove but just made your map horrible to play or a mission to make?

    Get some behind the scenes kind of stuff and tell some horror stories while we're at it.
     
  2. Burnout6010

    Burnout6010 L5: Dapper Member

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    My first map was a good concept for 5cp (seriously not a cubish map with props inside)
    I looked at portal file. Died. Abandonned
     
  3. xzzy

    aa xzzy

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    The exploding tower on Stoneyridge.

    It seemed like a simple enough idea when we started, but then I slammed face first into TF2/Source engine limitations. I think it mostly turned out "acceptable", but I had to make too many compromises to the original design to be truly happy with it.

    Totally killed my desire to ever fire up Hammer again.
     
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  4. GPuzzle

    GPuzzle L9: Fashionable Member

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    Tried to make a functional train in A1 of Ethanol. It was moving sideways.
     
  5. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I wish the idea of a vertical map worked. I'd love to make one.
     
  6. xzzy

    aa xzzy

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    Too bad no one's ever been able to train FPS gamers to look up or down. I did some playtests of a vertically oriented map for Halo a long time ago.. players complained it was too hard to hit enemies. I guess because it threw off their muscle memory or something?
     
  7. nightwatch

    aa nightwatch

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    Part of the problem is that most games prevent you from looking past 180 degrees up or down, you have to rotate to be able to look farther. This prevents ease of use in vertical gameplay, because you have to twist around as well as simply scan up and down.
     
  8. tyler

    aa tyler snail prince, master of a ruined tower

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    I can't think of a game that does this off the top of my head, but I know I've played some where there's movement deceleration the higher up you go, too, because the developers don't expect you to look more than ~60 degrees up or down. Or want you to, apparently.
     
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  9. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    Also navigating while constantly looking up is difficult.
     
  10. Trader

    Trader L1: Registered

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    Every map I try to make
     
  11. xzzy

    aa xzzy

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    So what you're saying is this is a bad idea:

    [​IMG]
     
  12. Pocket

    aa Pocket func_croc

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    Also the FOV is very narrow compared to the horizontal plane, so you're likely to see a lot less of what's going on above or below you at any given time.

    Both problems are true in real life as well.
     
  13. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    A big issue with vertical combat is the style of the pitch/yaw player input. Moving your mouse one inch when looking horizontal will move your aim a much further distance than moving it an inch when you are looking up at a 70 degree angle.
     
  14. Fish 2.0

    Fish 2.0 L6: Sharp Member

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    Holy shit, I laughed more than I should have.
     
  15. phi

    aa phi Within The Vacuum Of Infinity...

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    Before I started actually mapping I sketched out the layout for an 8cp push map with dual seconds and dual mids...yeah, I think you guys can guess where that went. I didn't even get to making an a1 before I decided it wouldn't work (although if anyone else thinks they could make it work I can send you the layout I drew out). Went to making better projects after that but always wanted to go back to the idea; in the back of my head I know it won't work well though.
     
  16. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    TC
     
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  17. tyler

    aa tyler snail prince, master of a ruined tower

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    I think it might have been teamfortress.tv or the UGC forum where I read someone describe TC as a 5CP map with loading screens between the points, and they are totally correct.

    :[
     
  18. Fish 2.0

    Fish 2.0 L6: Sharp Member

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    Speaking of TC, I actually enjoy it because it's kinda impromptu. Too bad players are too stupid to just follow arrows to where the next control point is.


    "Dude TC is so confusing where are the points?"

    "Follow the big arrows"

    "Dude I dunno I dont like this"
    *disconnects*
     
  19. henke37

    aa henke37

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    You must be speaking of TC maps besides hydro then.
     
  20. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    I still enjoyed my 72hr map I still plan on continuing it eventually.