Thermal

Discussion in 'Map Factory' started by NovaSilisko, May 23, 2009.

  1. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

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    Somewhere, deep in the Hawaiian lava fi--

    [​IMG]
     
    Last edited: Jun 2, 2009
  2. Void

    aa Void Local Man Unable To Map, Sources Say

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    Hawt. Literally.
     
  3. TMP

    aa TMP Abuser of Site Rules

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    This map makes me sweat just looking at it.
     
  4. Vander

    Vander L8: Fancy Shmancy Member

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    I love me some lava. Looks like a great map.
     
  5. StoneFrog

    StoneFrog L6: Sharp Member

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    Lava looks like pizza sauce. I'm hungry!
     
  6. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

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    Added download link.
     
  7. brick

    brick L3: Member

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    Fun map. For blue it seemed very hard to cap the middle point after we capped the 2nd to last. Also last cap time is too long I think. The sentry spots are rare, but that doesnt seem too bad. Also there are some spots with ammo and health outside of a resupply area. I think it is redundant, if it is for red put it some where else. I think the map needs directional signs. The layout is pretty straight forwards, but I didnt know which cap point I was going to. Maybe label them with a, b, c ect and have directional arrows going to those letters. Or just have arrows saying this way to the control point. I really didnt see much else. Good job!
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Few people seemed to notice the far right shortcut route from base to CP3. Might want to streamline that if you intend to keep that route. Also, needs StalemateOnTimelimit
     
  9. Ravidge

    aa Ravidge Grand Vizier

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    Ill link my images instead, otherwise this page gets pretty laggy to load.

    http://213.115.191.55/~ravidge/feedback/cp_thermal_b10000.jpg
    This is too narrow. There is no room for actual combat, just spam and fire.
    I would delete part of the building (to the left) because all it does now is breaking my stride towards the next point.

    http://213.115.191.55/~ravidge/feedback/cp_thermal_b10001.jpg
    This place is dull! You could add some amazing lighting effects in this area to spice it up.

    http://213.115.191.55/~ravidge/feedback/cp_thermal_b10002.jpg
    The metal barriers feel just.. out of place. I see why they are needed but some sort of brushwork barriers would work better I think. I also got stuck on them when I tried to escape away from the point (twice!).

    http://213.115.191.55/~ravidge/feedback/cp_thermal_b10003.jpg
    The distance from last to second in pretty short, and there is no natural area of conflict... combat just takes place all over and sometimes the second point got capped back and forth with just a minute of ownership for each team at a time.


    Someone mentioned ingame that the sky was too bright and I agree, you have a nice setting on the map that kind of collides with the blue sky.

    Last point is beautiful and for the short time we played I think its a good final part. Its defendable and attackers have lots of routes in. It Might be a little sentry friendly at a first glance, we'll see...
     
  10. Connect_Four

    Connect_Four L2: Junior Member

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    Playing this at gameday, here's my thoughts and observations:

    -The last cap for either team was damn near impossible to cap. It took 25 minutes to finish one round of the map.

    -Lighting was a little dim.

    -Need for directional signs. In the alpha versions, I was completely lost, but beta made it a little better. But still, more directional signs please.

    -I noticed two windows at the central control point buildings, they were sealed off with a metal brush. I was wondering if this was on purpose, or you just don't want to give snipers an advantage.

    -The caps were very close to one another (3-2 took maybe 10 seconds or less)

    Overall, I love the theme. Good map, good textures.
     
  11. Ravidge

    aa Ravidge Grand Vizier

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    Oh yeah, I forgot... the setup is broken, while I was waiting for the gates to open (because I assumed they were locked) 3 scouts burst through and killed me.
     
  12. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    oh, your forward spawn rooms (near cp2) have faildoors.
     
  13. YM

    aa YM LVL100 YM

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    Just typed this out in chat (for you funnily enough) and I thought it applicable here since your map doesn't follow it.

    You've got the final two control points too ambiguous as to which comes first, on multiple occasions I ended up at the final one before the previous was capped without realising it. <- pretty terrible map flow if players are doing that :(
     
    • Thanks Thanks x 1
  14. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

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    Yeah, I'm thinking of revising that section of the layout heavily. But I have a contest entry to work on, so that will come later.

    Edit: Hell, after going over it, I might nuke the map and start from scratch.

    Edit2: Fuck the contest, I'll just do this.
     
    Last edited: May 31, 2009
  15. Ravidge

    aa Ravidge Grand Vizier

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    nukes on a volcanic island? sounds dangerous.
     
  16. captainAngry

    captainAngry L7: Fancy Member

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    I am running this map in my playtest this week.
     
  17. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

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    [​IMG]
     
  18. Mar

    Mar Banned

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    Looks like the engi wants a kiss! <3
     
  19. Tinker

    aa Tinker

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    Had a lot of fun, summary of suggestions:

    - Make it bigger. Not necessarily WIDER, as that was fine, just more to do at some places. Gameplay was great though, so be sure it stays that way :)

    - Make more routes around the middle point. Middle points need to be assaulted from all directions - I loved your little healthpak and ammo where you could charge into the point from above, make a few more things like that!

    - Sentry spot on ledge next to last point is very hard to take out.
     
  20. captainAngry

    captainAngry L7: Fancy Member

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    We played this map for a good amount of time last night. It played well and looks really nice.

    The flow of play is a little confusing. While I didn't actually end up walking the wrong way or anything, there were times where I felt that I didn't know where I was supposed to go from my spawn point.

    While arrows may not be necessary, adding a few near the spawns would help keep people from feeling confused. Sorry if this doesn't make sense but the feeling I had was unique to this map. I can try and explain it better if it doesn't make sense.

    [​IMG]