Vortex

Discussion in 'Map Factory' started by ANova, Jan 10, 2010.

  1. ANova

    ANova L7: Fancy Member

    Messages:
    415
    Positive Ratings:
    124
    Will "Nova" Salmen

    ctf_Vortex

    Thanks
    -Whole Swamp Team
    -ABS
    -Everyone else who gave feedback
    -and Also SnackS!!!!! the dude who helped me get
    my carts to work better than i had it lol
     
    Last edited: Feb 15, 2010
  2. Dustoxx

    Dustoxx L6: Sharp Member

    Messages:
    304
    Positive Ratings:
    40
    hmm, no pics or something else :|?
     
    • Thanks Thanks x 1
  3. ANova

    ANova L7: Fancy Member

    Messages:
    415
    Positive Ratings:
    124
    just about to put them up
     
  4. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,682
    Whats with the multiple cap points?
     
    • Thanks Thanks x 1
  5. ANova

    ANova L7: Fancy Member

    Messages:
    415
    Positive Ratings:
    124
    Its just 1 cap zone for each team and one Flag in the middle
     
  6. ANova

    ANova L7: Fancy Member

    Messages:
    415
    Positive Ratings:
    124
    a1fix released
     
  7. ANova

    ANova L7: Fancy Member

    Messages:
    415
    Positive Ratings:
    124
    a2 released
     
  8. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,741
    Great big death hole.

    With 1 or two SGs in that middle it just cramps up into that little cross road with no way of breaking free. its hard to get there (due to the unescapable water) and the epicly long sniperlines. The superflat walls also do little to give you any cover.

    You've got to open that middle bit up into more of an arena than a corridor

    Endless overtime on map end :/
     
    • Thanks Thanks x 1
  9. ANova

    ANova L7: Fancy Member

    Messages:
    415
    Positive Ratings:
    124
    Thanks for the FeedBack
    Bump from Testing any other feedback
     
  10. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154
    Make the middle an arena type area rather than a chokepoint

    And use the arena to reduce sightlines!

    oh and a ramp out of water :p
     
    • Thanks Thanks x 1
  11. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,741
    multiple
     
    • Thanks Thanks x 1
  12. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    After a quick runthrough I found:

    ALOT of VPhysics errors in the console.
    4 Spawn points are not clear.
    The area in which the intel starts is waaaay open, attackers will have height advantage and access to shoot at the spawns from there.
    The middle area looks like it could turn out to be a large chokepoint.
     
    • Thanks Thanks x 1
  13. Bslashingu

    Bslashingu L2: Junior Member

    Messages:
    53
    Positive Ratings:
    11
    The bases are far too open and the middle area is way too small. There doesn't seem to be any type of staging area, and it feels like a corridor. There's no places to rocket jump or double jump onto. With some work, this could be made into a pretty interesting map.

    Oh, and please, seal your map properly. You took the time to playerclip all of the areas you're not supposed to get to, just take the effort to convert those playerclip brushes into skybox brushes. The whole map gets rendered at one time, and it looks like you should be able to easily get on top of those upper areas.
     
    • Thanks Thanks x 1
  14. ANova

    ANova L7: Fancy Member

    Messages:
    415
    Positive Ratings:
    124
    Thanks guys
     
    • Thanks Thanks x 1
  15. ANova

    ANova L7: Fancy Member

    Messages:
    415
    Positive Ratings:
    124
    A3 Released
    bump test it!!!
    trying to get a 6v6 up for this
     
    • Thanks Thanks x 1
  16. Dr. KillPatient

    Dr. KillPatient L3: Member

    Messages:
    115
    Positive Ratings:
    8
    Great concept overall, though some alternate routes to the cap, higher skyboxes, rocket/sticky jumping areas, and an upper level would definitely improve it. Perhaps consider randomization for the carts' direction every time they pass a certain point in the track.

    If you can't fix the carts not resetting by using normal input, measure how long it takes for the cart to move from one end to the other, assuming a constant speed. Then place a logic_timer and set it to fire an output to reverse the cart's direction every X seconds, X being the time it takes for the cart to move from the start to the end.
     
    • Thanks Thanks x 1
  17. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,217
    Someone during testing was suggesting "more vertical," adding another story to the map somewhere. I'd suggest doing something with all the extra space under the middle; it's almost level with the bases already.
     
    • Thanks Thanks x 1
  18. MrAlBobo

    MrAlBobo L13: Stunning Member

    Messages:
    1,059
    Positive Ratings:
    219
    Something im inclined to think is that this map could really use a "separate" secondary route
    In the first version there was one meatgrinder route, the newer attempt is still that same meatgrinder route with a block plopped in the middle, sure it stops snipers but thats about the only improvement, now enemies can come out of virtually anywhere, and being paranoid isn't exactly that fun. The people that say you need a second story are have an excellent idea, and you should try to do something with that. Even something as simple as stairs leading up to some ledges/ boardwalks. It would do wonders to take pressure off the middle.

    Also, its not really helping that much to have a broken intel cart setup that always has the intel at its closest location. You should probably stop the testing until that gets fixed, or set the intel at what you think the "average" location will be and leave it there as a temporary measure.
     
    • Thanks Thanks x 1
  19. ANova

    ANova L7: Fancy Member

    Messages:
    415
    Positive Ratings:
    124
    Okay Thanks guys, I've been working on a4 for like a solid 8 hours or more and i reworked middle and my carts....finally my carts work(finally fuckers) I'm going to need to test this with a 6v6 sooooo..... Thanks Guys
     
  20. Shadow Monkey

    Shadow Monkey Super Monkey

    Messages:
    244
    Positive Ratings:
    23
    As you know, there was a bug with one cart got stucked ;)



    The middle is too...I don't know, but it play like deathmatch only aiming wins and sentryfarms -.-' So what about an alternative route, out of the water to the middle? :D
    Like this:
    [​IMG]


    You can open the enemy's spawndoors! On the blu side, red doesn't have a func_respawnvisualizer and Red can go into blu spawn and on the red side bklu can just open the dors. Fix it!


    And, fuck you need signs! They need 5 minutes to set up but they are doing so much...
    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]


    Just some ideas ;)

    And one last thing: vertical space! I didn't had a great soli jump position to use my abilieties ;)

    And yes, my english is bad, but I hope you can read anyway :)
     
    • Thanks Thanks x 1