Discussion in 'Map Factory' started by ANova, Nov 19, 2009.
So this is tundra my 3cp point map, you might want to get a coat its kind of Cold
Alright assuming this is your first map right? there are a few things I'm going to point out, with pictures to help of course
I'll first start off by telling your about the spawn doors, maybe you've seen this already but move them over so nobody can shoot through.
I had went straight to B for some reason and I seen that you have these wood walls up well I thought they looked good but we have a problem with this, picture will explain.
I do like B but maybe if you put stairs leading back up to the second floor that would be great!
I was looking around and everything seem to be in order except the paths from A to B, I see that they are straight which gives snipers advantage. Fix up the paths a bit
Also I did notice some brushes are not aligned with some of the walls and such. Touch them up a bit.
This one you can see pretty well.
Bit harder to see but it's there.
This one is at the top.
This are easy to spot.
Yeah so look for things like that through out your map, I've seen a couple more but I didn't want to overload this with screens D:
Also add some more lighting then having one shining really bright within some rooms.
Also the exit of the blue spawn are really high, I don't know if that's a problem to anyone else but jumping off those kills a bit of health.
I'm not sure how the map will play but we'll have to see!
From just looking at your own photos I'm seeing some huge sight lines. Try breaking those up a bit, such as adding more cover and whatnot. Snipers would dominate a good deal of the map.
Other then that and what was said above, you've got a good start here. Once gameday is back up throw up a request so it can get tested.
Thanks Guys I'm going to fix it up
Alright! hopefully everything goes well!
bump for the test that went on tonight
To Do List:
-make map smaller
- make A better
-and more i can't think of
First and foremost, the RED spawn could use lights.
Second issue on the agenda: Noclip by spawn gates. As is, the stickymen and rocketmen and baseballmen are all just making it impossible to enjoy setup.
Which brings me to the third item of discussion- the gate on the BLU spawn room. Stickymen and rocketmen on our team were jumping on top of that and sticking it half open, half shut so that I couldn't run back inside and heal the damage from the grenades and rockets that the other team was tossing at me.
Fourth, sightlines. If I were a good sniper, this'd've been a killfest. (Since I'm not, though, I went around peeing on people, trying to noscope them and chasing them with my kukri.)
That's all I can think of, except maybe adding a few more small health kits and/or metal. I didn't engineer, so.
Yup, really change up the layout to break up some of those sight-lines, most notably from the tunnels between A & B, you can see all the way over to either side of the C building.
Okay Thanks Guys I changed C and
I'm going to have a3fix or a4 depending on how long
thanks for the feedback
It's an alright map, felt pretty balanced when we played it. The only problem was getting lost trying to find C: turns out it's in between the windows of the building, not in the building itself.
lol i know Sorry about that I'll have a new version up with a new C i don't know I'll have to mess around with it
a4 has been out
A5 test it now!!!
A was impossible to cap unless a team already had 2-3 ubers after setup and just rushed it. B was much easier and C came just after that. There was also a rediculous spiderweb of pathways going to, from and in between C, A, and B. B could also use a lot of varyation in the outer combat areas. Also, people could jump up from A to the tunnels and had a straight shot to the spawn.
Quick summary: much fewer paths that are easier to distinguish between
shorter walk times between caps
revamp the caps so A and B are (for the most part) equally difficult
bolster up C to make it more of a challenge, and give some breathing room between the cap and the cliff in front of it.
Just a reminder from today's test:
A is very easily defendable, mostly because players on the cap can very easily attack both spawn exits.
C is very easy to attack (aka "Furnace Syndrome"). As it's very easy to approach and spawn times are murderous too Red.
I remember also hearing complaints that blue's spawn was too long. 10 seconds perhaps instead of the normal 7/8. (Check)
Overlapping textures outside of A, and a leak in the skybox somewhere around C. (think you said both of these were fixed.)
Good start, and interesting map. I feel like the layout might be a little bit of a maze, but most of that should be thinned out once some distinctive detailing is done. As for the name: A tundra is a sort of flat "wetlands". Under the surface is all permafrost, so it's usually very mossy in the summer time (obviously snowy in the winter). Keep in mind that also it's very flat, with slowly rolling hills.
Keep this in mind when you're detailing. Think: A Snowy Desert.
Thanks guys lol
I have a7 released have a good time on it
trying to remember a snowy desert
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