MangyCarface said:
Thanks, I'm glad you liked it! I really liked the way it turned out, just as I had pictured it. There is some detail that can only be seen when up-close, but that will have to wait for the gameday right?
crazychicken said:
hopefuly not take criticism the wrong way adn get offended
Don't worry about that, I'm pretty ok with your comments, even if I respectufully disagree with some
crazychicken said:
I'm making my best to not make this map a different CTF. One of my goals is to make as many routes to the flag as possible, so that making it there is not so much of a problem as getting out of the base. I belive that setting up defenses to stop the attackers from coming inside of the base is better than sitting on top of the flag itself, especially once the flag has been dropped someplace outside and all the tight defense set up for it is lost.
I guess that only playtesting will prove it good or broken.
crazychicken said:
The cave doesnt look good
It doesn't seem like the general consensus on the cave. I'm working on it to make it prettier tough, I have some ideas that I belive will take it to the next level.
crazychicken said:
random bottomless pits arent conducive to gameplay
I am aware the pits are a problem. The main issue was that they where hard to see, the cave was really dark because I had my monitor all bright. I have fixed it now. I'm also making somespecial changes so that they are more easily seen. As for why they kill you, I guess you will see why on the next version of the map to be released
crazychicken said:
I am quite happy with the water as it looks very cartoony, a midpoint between TF2, Guitar Hero and Okami scenery effects. I am working on some SFX to make it more belivable, likea normal map and some refractions on it, but the style is probably set unless there is a major rebellion against it and people show up on my doorstep with pithforks and torches.
crazychicken said:
I want to buy a real life model of the tri plane
I might just send it to some toy manufacturers, who knows?
crazychicken said:
Crysis = nosense then?
Nineaxis said:
Anyway, looks amazing, better than most custom maps, especially for one with no deserty cliffs in sight. Kind of confused as to what logic the vents follow on that roof though.
Thanks! Yes I'm going out of my way to make it set on a moutain with forest. I want to get all the gameplay area done so I can work on the all the prettiness that is goes around it.
About the vents, I'm not happy about those as well, I need to have them there because I want to divide the roof, gameplay-wise, in two sections, so I need some big vents on top of it. I guess it's those angled parts that make it look wrong. I guess the guy who made those must be a n00b at these things
Tigger said:
I like what you've done with the blue hanger. It really opens it up for combat and access. I'm looking forward to playing the next version.
Thanks! Yes I hope that the new Hangar opens up a lot of new gameplay. I can't wait for the next gameday as well, I hope I can finish the red hangar in time.
MangyCarface said:
constructive criticism that does not amount to "change the gameplay type completely."
I agree that the payload idea would need a totally new map. Perhaps for a future project, but definately not for this one. Not only am I learning as I go, ctf is just easier to implement. Put down two flags and two cap points and you are done.
I have not yet discarded the idea of making it a cp map with 3 control points, maybe 4. But I dolike ctf better. I jus get so much of an adrenaline rush when I have the flag and am running back to my base that I don't get when capturing a point.
I also belive that many people don't liking ctf is a fault of the maps, not the format.
MangyCarface said:
The hangar is a definite improvement
Thanks, yes it has opened up the gameplay a lot, belive me there are so many different routes to the flag now that I think it will rock!
MangyCarface said:
The last version of the map didn't really have enough chokepoints
I am strongly considering closing off the area between the two office buildings and making the cave a big chokepoint. It still has some variation as you can go rough the big area with thewater or you could go trough the small tunnel on the side.
ChronoTriggerFan said:
For the 5th and 6th picture, the walls made out of roof shackles really don't look to good. But everything else looks wonderful. I'm really liking the inside of the hangar now.
Thanks! I'm glad you liked it. I kid of liked that texture, not aware that it is used for ceiling though. What other texture would you suggest for the hangar walls?
Anyway, I'm visiting my parents this weekend and will be back by monday. I'm running into a little bit of a problem now with compile times, especially in the cave, and I belive it has to do with the visleafs division. As the cave is a whole displacement, and really open, it must not be optimally divided. But I'm having trouble coming up with the best method to solve this. As it stands now, the cave is a big displacement enshrined by square brusheswith nodraw or toolsblack texture that loosely follow it's contour. Here are a couple hammer screenies of the area (with the props hidden)
MangyCarface said:
Thanks, I'm glad you liked it! I really liked the way it turned out, just as I had pictured it. There is some detail that can only be seen when up-close, but that will have to wait for the gameday right?
crazychicken said:
hopefuly not take criticism the wrong way adn get offended
Don't worry about that, I'm pretty ok with your comments, even if I respectufully disagree with some
crazychicken said:
I'm making my best to not make this map a different CTF. One of my goals is to make as many routes to the flag as possible, so that making it there is not so much of a problem as getting out of the base. I belive that setting up defenses to stop the attackers from coming inside of the base is better than sitting on top of the flag itself, especially once the flag has been dropped someplace outside and all the tight defense set up for it is lost.
I guess that only playtesting will prove it good or broken.
crazychicken said:
The cave doesnt look good
It doesn't seem like the general consensus on the cave. I'm working on it to make it prettier tough, I have some ideas that I belive will take it to the next level.
crazychicken said:
random bottomless pits arent conducive to gameplay
I am aware the pits are a problem. The main issue was that they where hard to see, the cave was really dark because I had my monitor all bright. I have fixed it now. I'm also making somespecial changes so that they are more easily seen. As for why they kill you, I guess you will see why on the next version of the map to be released
crazychicken said:
I am quite happy with the water as it looks very cartoony, a midpoint between TF2, Guitar Hero and Okami scenery effects. I am working on some SFX to make it more belivable, likea normal map and some refractions on it, but the style is probably set unless there is a major rebellion against it and people show up on my doorstep with pithforks and torches.
crazychicken said:
I want to buy a real life model of the tri plane
I might just send it to some toy manufacturers, who knows?
crazychicken said:
Crysis = nosense then?
Nineaxis said:
Anyway, looks amazing, better than most custom maps, especially for one with no deserty cliffs in sight. Kind of confused as to what logic the vents follow on that roof though.
Thanks! Yes I'm going out of my way to make it set on a moutain with forest. I want to get all the gameplay area done so I can work on the all the prettiness that is goes around it.
About the vents, I'm not happy about those as well, I need to have them there because I want to divide the roof, gameplay-wise, in two sections, so I need some big vents on top of it. I guess it's those angled parts that make it look wrong. I guess the guy who made those must be a n00b at these things
Tigger said:
I like what you've done with the blue hanger. It really opens it up for combat and access. I'm looking forward to playing the next version.
Thanks! Yes I hope that the new Hangar opens up a lot of new gameplay. I can't wait for the next gameday as well, I hope I can finish the red hangar in time.