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PL uuh A 3

A WIP payload map

  1. KYLEWII21

    KYLEWII21 L1: Registered

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    uuh - A WIP payload map

    map is pre alpha. (end of map not finished)


    My attempt of a payload map, uses structures from koth_raining_at_three_in_the_morning and ctf_sawblade_research_labs

    the payload goes from blu's spawn, goes around it, through a tunnel, over a bridge, through a door, over another bridge and finally into red's base.
     
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  2. KYLEWII21

    KYLEWII21 L1: Registered

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    +red has a last spawn room
    +last now has more things in it
    +area around first point modified
    +red forward no longer traps people when cart advances

    Read the rest of this update entry...
     
  3. Svode

    aa Svode Take a Chance on Me

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    Then why even post it onto the site? It's best to finish all work and then release an A1 than to release your dev build.
     
  4. KYLEWII21

    KYLEWII21 L1: Registered

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    the ( end of map not finished) was probably refrincing red not having a final spawn room. That room now exists. I may make some more tweaks and update it to A1.
     
  5. KYLEWII21

    KYLEWII21 L1: Registered

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  6. Urban

    aa Urban

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    Yo, some quick feedback for you.

    This map is rather overscaled, all the areas feel far too large and empty, and overall the map is incredibly flat and uninteresting, rarely with any cover.

    The path the payload takes stays on the same level pretty much throughout the whole map until you reach the end section, there is very little fun involved in pushing a cart down very long, flat hallways to be honest. The overall flatness and linearity becomes an even bigger issue when you consider sight lines for snipers as well as wrangled sentries. There are several incredibly long sightlines that stretch over vast areas of the map, a good sniper or 2 could shut down the routes completely. (some images below). I would look at some decompiled valve maps and compare gameplay space sizes to your map, and also look at how alternate routes and cover work in them.

    Another issue is the fact you can get on top of literally every building as any class, this seems to be intentional as you've added ramps but it gives those above an overwhelming advantage over everybody else. If the entirety of RED set up on the building above BLU Spawn at the start, there is very little BLU could do to counter it. I'd tone down the access to those rooftops and if you do scale the map down make sure you either lower the roof level, or make it obvious which roofs you can sit on. The way height advantage is often dealt with is to limit access to health and ammo up there, so the position doesn't confer an advantage forever.

    Image dump with comments below:

    20161004175042_1.jpg
    Building below is BLU Spawn, all the rooftop is available for RED to sit and spam from. All routes from Spawn off to the first checkpoint seem liable to be shut down by sentries and spam via small doorways.

    20161004175051_1.jpg
    Massive sightline across the first checkpoint area, a good sniper can shut down the cart pushers easily.

    20161004175206_1.jpg
    2nd checkpoint area is still very flat with little cover available.

    20161004175230_1.jpg Another large sightline from RED Spawn to 3rd checkpoint.

    20161004175333_1.jpg Last area is again mostly flat, and BLU have to push the cart forever right in front of RED Spawn, they would either have to spawncamp RED or be prepared for a horrendous time pushing the cart past it.

    20161004175821_1.jpg Another big issue with the map is that the map hasn't been separated into smaller areas with skybox brushes. This is awful for optimisation, and it also means a sticky jumper demo can literally fly all the way across the map in one go and snipers can easily pick people off from the other side of the map.

    This is a good guide on scale in maps: https://tf2maps.net/threads/guide-scale-and-your-map.12605/
    Here's a handy list of tutorials for mapping in general, there are some useful optimisation ones in there too, worth looking at I think: https://tf2maps.net/threads/tf2-mapping-link-resources.22471/

    EDIT: Found my favourite optimisation guide - http://www.interlopers.net/optimization/index.php?chapter=intro it is a long read, but thoroughly recommended for anyone getting into source mapping.

    That's all I've got at the moment, if you want any feedback on anything in particular let me know. Hope this helps a bit.
     
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    Last edited: Oct 4, 2016
  7. KYLEWII21

    KYLEWII21 L1: Registered

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    + track shortened near last and some cover was added

    + second area now has some raised walkways
    + a wall to block some spam from above for blu's spawn
    + red forward spawn respawn hitbox bigger

    + tunnel has this turn to cut down on the sightline
    + a small door that opens once bridge (first point) has ben captured

    + this train

    Read the rest of this update entry...
     
  8. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    Maybe moving BLU spawn from below the main path to above might change things for the better, break up some sightlines? If not that, try adding paths from BLU spawn to above.


    I'll show you some examples in a few hours when I'm out of school.
     
  9. KYLEWII21

    KYLEWII21 L1: Registered

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    + map got wider
    + cover on top of blu's third forward spawn
    + door fixed
    + upper walkways

    + tunnel extended around corner
    + doors that open after first point captured

    + new blu forward spawn that becomes active after first point captured
    + tunnels from blu forward to before tunnel, in tunnel, and after tunnel

    + tunnels from blu forward to near second point that open after second point has been captured
    + second and third points have been moved back
    + long tunnel from red forward to base that opens after second point captured. (tunnel does not count as a respawn room)

    Read the rest of this update entry...