Undermine

Discussion in 'Map Factory' started by Midel, Apr 6, 2009.

  1. Midel

    Midel L1: Registered

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    koth_undermine

    Revived Map Project: koth_undermine_a5a (April 25th 2010)
    ------------------------------------------------------------------------
    Impromptu game day test version: koth_undermine_a5a

    Changes:
    Revived map project as a KOTH
    Increased Size and Redid from scratch
    Removed old clutter
    Redid older details
    Added Doors and Protection to Sides
    Opened Up Control Point

    Problems:
    No Respawn Cabinets - Red
    Textures Spawn - Red Side
    Metal Roofing Blocking Truck
    Unnecessary Props
    Stair Clipping
    Door is unintentional Team only Door

    To Do:
    Add End Surprise to Winning Team who remains on point
    Detail
     
    Last edited: Apr 27, 2010
  2. Midel

    Midel L1: Registered

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    Updated with file.
     
  3. Inqwel

    Inqwel L6: Sharp Member

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    Looking good! Can't wait to see it on game testing day.
     
  4. [O]

    [O] L3: Member

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    interesting!

    whens the next gametesting day you're scheduled for?
     
  5. Sel

    Sel Banned

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    In the second picture with the wall in the cliff :

    It's really cool what you did there, but I'm thinking it would look better if it had less sharp rock patterns surrounding the wall. They look out of place on a cliff with a not so sharp texture.

    Other than that though look's cool.
     
  6. Ceiling Man

    Ceiling Man L3: Member

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    Looks good, but the Intel area looks a bit sloppy.
     
  7. Inqwel

    Inqwel L6: Sharp Member

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    Could you be more specific?

    This is only alpha one. Detailing isn't as important at the moment as layout and game play are. If there's something in particular to the aforementioned, I'll be happy to spruce it up for a2.
     
  8. Sgt Frag

    Sgt Frag L14: Epic Member

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    Does look cool.

    By sloppy he might mean the stripes are all crooked. I think a square would look better, looks like a nice hi-tech place so they would placed those with care.

    Look foward to seeing more detail work.
    ---------------
    Look at forums main page for events.
    Weekly testing sat/sun (fri night for euro's). submit your map ahead of time, we'll play and give feedback. Good to be there if you can.
     
  9. Midel

    Midel L1: Registered

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    Thanks for the comments everyone. The stripes where in debate back when the map's idea was made and if it really would improve the appearance it will be promptly replaced.

    I signed up for game day on the 11th and 12th but the map may be only allowed on one day. There should be a list the day before.
     
  10. Midel

    Midel L1: Registered

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    Testing for gameplay will be on April 12th. Please help in testing this map for gameplay and write any suggestions or comments in this thread afterward. If you can accompany any with a screenshot it would be greatly appreciated.

    Thank you,
    Midel / The Flapjack Special and Mort
     
  11. Hellfire

    Hellfire L9: Fashionable Member

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    btw nextime RAR or ZIP the .bsp pls)
     
  12. Midel

    Midel L1: Registered

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    Oh crap. Right! I'll remember that for next time. Thank you. I might even edit it in a bit.
     
  13. Hellfire

    Hellfire L9: Fashionable Member

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    anyway it looks nice))

    but m.b. use just "water" instead "lava" at red pit? as solid "lava" looks not so nice)

    and mb add some lights there? dark//
     
  14. Midel

    Midel L1: Registered

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    I'm not to worried on details like the pits items.
    Personally I wanted a hot item to make fans (not working in this version so removed till later) turn on the upper level of the same room. I hope I can figure out what is wrong with the damn func_rotating
     
  15. ProfFiendish

    ProfFiendish L2: Junior Member

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    Everything is great except for the outside areas, which are way too dim in my opinion.

    EDIT: Maybe it's just because I'm on a low-end machine and playing LDR?
     
    Last edited: Apr 12, 2009
  16. GrimGriz

    GrimGriz L10: Glamorous Member

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    seems a little maze-like at first
     
  17. Apom

    Apom L6: Sharp Member

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    It doesn't work is what's wrong.
     
  18. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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  19. Midel

    Midel L1: Registered

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    Sweet. Thanks to all that tested my map.
    Here is what I was told as is what to fix:

    1. Water
    2. Lighting
    3. Less maze like
    4. OP scouts
    5. OP Sentry Locations
    6. Too many Sentry Locations
    7. Sewer Door Needs balance fix (Unknown)
    8. Cover in Intel needs tweaking
    9. Metal and Health changes
    10. Stuck in sewers
    11. Fix color scheme on blue side to help in identity.
    12. Change bottoms of Death Pits.
     
  20. Inqwel

    Inqwel L6: Sharp Member

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    Most first times you walk into a map you're never really sure where to go despite there being signs telling you.

    The underwater part though only had colored support beams on the ceiling. The entire area is being redone, nix the water area for a flooded basement. It will have better signs and entry ways.




    A few questions to anyone who tested it:
    There are a few layout changes I want to make besides the water basement one.

    - Should I remove the one way door completely?

    - Should the side yards be connected to the enemy one's (meaning more open playing field)? Or should I stick to my other idea and make a middle area above the water part?


    Input appreciated.