Undermine

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

  1. Midel

    Midel L1: Registered

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    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
     
  2. Knight-Errant

    Knight-Errant L3: Member

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    What about the problem of it being sort of Maze-like?
     
  3. H-land

    H-land L2: Junior Member

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    While the map felt very glum and empty, it played excellently and seems well laid out. If you could improve the lighting and get a full server, then I'm sure it'd feel great.
     
  4. Knight-Errant

    Knight-Errant L3: Member

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    Also, there was on area near the capture point on both sides that could use an improvement. Near the one way door, where the landing is, is a small area between the stairs and the wire cage that was a bit of hard to navigate around and use.
     
  5. Midel

    Midel L1: Registered

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    Is maze-like still a problem?
    I can try and repair some of the areas that do that.

    Glum? Yeah, its a mine. I'll add better lighting soon. That is Beta in my book. Base lighting to navigate is alpha. Props, layout, and Game play is alpha.

    I plan on doing a crap load of alphas before even getting close to beta.

    That Gap is the bane of my existence. I'm working out a solution.
     
  6. Knight-Errant

    Knight-Errant L3: Member

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    Maze-like can be the result of three possible issues:

    1. The layout lacks signage.
    2. The textures on the wall don't variate between rooms.
    3. There are too many paths and its not easy to figure which way to go.

    There might be more I am over looking.

    But yeah, pick and choose which is relevant. I think it might be layout, option 3, but it could easily be #2 in your case.
     
  7. Midel

    Midel L1: Registered

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    Alpha 6 B
    -----------------------------------
    Fixed Errors with Alpha 5 A
    Opened up back areas
    Base optimization
    Better Lighting
    Slight Detailing
     
  8. Midel

    Midel L1: Registered

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    Screens up from current Alpha (a6b)