Discussion in 'Mapping Questions & Discussion' started by Arhurt, Aug 28, 2008.
Sel: is the axle made of a barrel?
Mr. Late: love it
You have to skew TF2 skyboxes a little... not sure if you need to do it that much, but whatever.
SCREEN SHOTS of progress from Alpha 1 to Alpha 2:
in general: -- added signage -- more lights -- more brushwork -- some class specific brushwork -- added health and ammo packs
RED SIDE OF DAM
NEW SPAWN BRUSHWORK + PROPS
BLUE SIDE OF DAM WITH SIGNAGE
CP_B --more lights
CP_C --opposite side
Silly-huge sightlines in about half the screenshots.
Looks impressive though, especially the blackboard.
yikes. Still feel the sight lines are too big?
There are no props yet on the inside captures [A,B,C, and D] so that will break it up a bit.
Protip: Don't depend on props to remove sightlines. It won't look good and isn't good for optimization either
Also there will always be little gaps around them that snipers can use, while other classes can't, skewing the class balance even more.
2600-3000 hammer units is a good rule of thumb for acceptable sniper sightlines. There are only 2 sightlines longer than 3000 in any official TF2 map, at least that i'm aware of. The start of badwater basin is one of them, from the back of the BLU setup gate room to the back of the hill where snipers peer over, which works out at about 3100-3300. It's relatively balanced with the fact it's a secondary path and that the more distance you give yourself the narrower your FOV and thus lowered capacity to shoot multiple enemies. You can check the details yourself. The other is on upward in an area that sees little combat, just before CP3, and i think works out at 4000 units at max. The sightline isn't easily exploited; players are too exposed and the sightline sees only a minority of activity.
I've got to say that is hands down the best payload model I have ever seen. LOL
Now...it had better be powering a giant vacuum cleaner that sucks in the other team.
@English Mobster: This orbit around the Earth thing is for the PL contest right? Are you planning to make a Mario Kart Rainbow Road payload map?
@grazr: I haven't measured it, but I believe the longest sightline in any official TF2 map is in Frontier. The BLU sniper stands on this little ledge with health and ammo and looks directly at the exit of one of RED's final spawn rooms.
In order: Yes, no. I was competitng against Ayes and Muffin the other day in Mario Kart 3DS; I rediscovered I hate Rainbow Road.
No, it's just a space-themed Payload map. What's more dynamic than space? :O
(Also for the map.)
Blocking out a concept KOTH map. The middle 'tongue' is going to be a bunch of cliffs that cannot be seen or shot over (orange Xes in the 3rd shot), but I may add some extra paths to it (caves or something). Orange outlines in the 1st shot are where I'm adding more cliffs, and the lower CP area is going to appear to be dug out of the rock, with a rocket or some other valuable asset behind some glass behind the CP. Generally, there are longer, safer routes you can take, or shorter routes which are more risky (either by dropping far enough to take fall damage, or vulnerable positions near enemy paths). I know for certain I'm going to be adding more ways in and out of the CP area.
Total interior size is 3200x2048, is that too small for a KOTH?
the upper part I don't like (too wider) and it looks too clean. the tears are all nice.
Also, make the water stains less big and one-sized.
sunken rocket a3 wip
As Frozen said: Top border is too thick, water stains are overdone and too similar in size. There's no depth progression on the staining, either. The lines on the Death Star could stand to be smoother--there are tools for making smooth lines--and the entire thing could use a lot of anti-aliasing. I don't know what program you're using now, but unless it's MS Paint, there is definitely a way to make this look way way nicer. Not only that, but I can see the underlying gray where you snipped the bottom left corner off, and the snips are far too uniform. It should look like tearing, not folding.
I'd also just not make a Star Wars reference, period.
You have the same basic issues with your HHGTTG poster.
orange floor for contrast.
After 4 and a half hours, my first dynamic payload entity setup is alive and kicking. Still got a few bugs to shake out but after adding some spawns, health & ammo, signs and doors this'll be ready to test. :3
Tentatively calling it pl_clifftop...
I like how BoyLees map is making huge U-turn like valve maps
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