some things that you got wrong, according to how i want my map to work, that i think you should know, and i feel a little bad for leaving out...I did a draw over on your sketch with some thoughts I had.
Red is where I thought you should block doorways, openings off.
Blue is where I though you should open some doorways, as well as remove that little wall.
The bright green is a predicted flow chart for the attacking team.
The dark Green is the flow chart for Blue after taking point A.
Orange is the likely holding positions for the defending team.
honestly if its so overused i can switch the color straight over to green or something else.Yeah I mean orange is a great color and all, but literally every single one of those maps just use the same orange ground texture, orange tree props, and somewhat orange, hazy lighting.
I like the idea of the autumn theme but (and I kinda saw this coming after void made camp Redmond and slasher, which use the textures uniquely imo) I feel like it's just becoming the new alpine theme/alpine grass textures. I mean that as in the textures and the props can be used literally with any form of skill and they'll always fit and be considered to look good. Because of this, a lot of the maps that use them literally look the same.
If you want to do autumn theme I'd suggest doing something like pl_rebirth, where it uses lots of colors from a similar palette (or a toned down palette with splotches of vibrant color here and there) and isn't just orange spammed all over any bit of nature in the map.
Not trying to shit on anyone's work here, but I feel like the orange textures and props are being way overused for how good they actually look.
Yeah I mean orange is a great color and all, but literally every single one of those maps just use the same orange ground... *snip*
Yeah I can get that. I wasn't really referring too much to your map as yours is quite older than the more recent ones, so you had some originality to your map.I chose to go with the orange grass because I wanted the grass to look dead and barren, suffering from the chemical waste and pollution the industrial area dumps on the surroundings. Also I read that birch trees are commom in Russia where Kalinka is set.
That's a pretty generous sightline down the left side there. At least one of those doorways should be a solid wall, I think.I made a rough sketch of point A in the map... this shouldn't be the final version, but any thoughts?
To the left is Blu spawn (somewhere), to the right will eventually be point B...
That's a pretty generous sightline down the left side there. At least one of those doorways should be a solid wall, I think.
I dont see any jump pads but maybe its fine although jumppads plays quite a lot in pass mode.Ive never made a real pass map, and I like the space theme. In turn Im trying to make a space pass map.
Imgur album so I dont flood with too many images http://imgur.com/a/E9mqH
I threw the lighting together in 5 minutes so I actually had screenshots to show, and I've yet to get the goals all in place yet. But hey, Ive got a layout!
I dont see any jump pads but maybe its fine although jumppads plays quite a lot in pass mode.