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  1. TMB

    TMB Banned

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    WATERCITY
    Watercity it's a payload map with Maritime City ambient!

    All feedback is welcome, and opinions as well!

    ----------------------------------
    Author: TMB
    Contact: tmbanimations@gmail.com
    WorkShop: Coming Soon!
    ----------------------------------
     
    Last edited: May 19, 2016
  2. sooshey

    aa sooshey :3c

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    You really gotta add some flanks. Blu will never win without alternate routes to go.
     
  3. RaVaGe

    aa RaVaGe

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    Nice corridor :jimijam:

    No but seriously, open that layout and add some paths at least, it won't last 2 minutes in a gameday. :)
     
  4. TMB

    TMB Banned

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    There is things that is obvius fail and others no, and i know that was a corridor but i dont know how to make the map estructure, this is the base...
     
  5. RaVaGe

    aa RaVaGe

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    You should not work this way, imo, the structure of a pl map depends of the gameplay elements you want to introduce in, ie, a certain type of choke, a control point, etc, working around a path is useless because you will run out of space instantly, especially with your tight layout. What you should do instead, is working on some control point areas, with some cool heights and gameplay elements, then connect them with chokes.

    That's probably the best thing to do to structure a pl map.
     
    • Agree Agree x 2
  6. TMB

    TMB Banned

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    Maybe it is, i have a lot of ideas on my mind but i dont know how to put them in the map...
     
  7. sooshey

    aa sooshey :3c

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    Don't be afraid of throwing something together and testing it. Every map goes through tons of changes and countless ideas don't even make it to alpha. As long as there's something there, and it's playable, it can be tested and you can receive feedback. This community isn't here to make the map for you, they're here to help you improve what you made yourself.
     
    • Agree Agree x 1
  8. TMB

    TMB Banned

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    Ok, its just that this map is very important to me and i want that looks great
     
  9. Cargo_Tokens

    Cargo_Tokens L2: Junior Member

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    If you mean "looks great" in a literal sense that you could always try doing detail rooms to practice your detailing and use dev textures in this map until you complete the layout. Once the layout is done you could use your newly taught detailing knowledge to then detail the map.
     
  10. Aeix

    Aeix L3: Member

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    Hmm, at the moment, this map is basically three corridors, and then an open space. I like the one way door for red, but maybe it should open for blue as well after they cap the second last point? Also, the sightlines in this map are pretty big... If you watch the replay of us imping the map, you may notice that at the start of the round, everyone goes as sniper - I mean actually everyone on both teams (with the exception of like 2 people). Put in some cover - crates and other prop_statics work as good cover. We also need flanks too, as they help negate sightlines.
    Also, never be afraid of making big radical changes too your map - that's what we are here for, to see if they work or not.
     
    • Agree Agree x 2
    • Funny Funny x 1
  11. TMB

    TMB Banned

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  12. Viperi

    aa Viperi not actually a snek

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  13. TMB

    TMB Banned

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    Its very boring take photos with any update
     
  14. Viperi

    aa Viperi not actually a snek

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    If it's boring to take screenshots, so everybody could see what's going on the update, could we at least have a proper change log which tells us what has changed.
     
  15. TMB

    TMB Banned

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  16. Aeix

    Aeix L3: Member

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    Can you please do one or the other? Also, when you do something badly like updating your map without writing a change log or screenshots, at least take away what people have said you have done wrong and do it right next time.
     
  17. sooshey

    aa sooshey :3c

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    You're going in the right direction with this, but the main complaints still aren't addressed.
    • It's good that you opened up the play spaces, but you did it a bit too much, because now the first and last areas are just huge and flat with nothing to hide behind or play around.
    • Most of the track is still long corridors with no flanks. I see you made one at point B but you need to add flanks for every point.
    • I recommend making some more height elevation or more twists and turns to keep those sightlines from being too long.
    • I still don't see any pickups like health or ammo.
    • Give Red spawn more than one exit so they don't get spawncamped. Also, keep the track away from Red spawn so you don't lead Blu players too close.
    • Something's wrong with your skybox. If your skybox is custom, which I'm guessing it is, then you need to pack it into the bsp.
     
  18. TMB

    TMB Banned

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    Ups i forget pack it, thx anyways...
     
  19. TMB

    TMB Banned

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  20. Cargo_Tokens

    Cargo_Tokens L2: Junior Member

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    (Never put your private/personal email address on a public website unless you want spammers and scammers.)
     
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