Immortal-D's Review
Below is Imortal-D's review of version b1 from the
voting thread. I wanted to post it because I think it sums up nicely the problems with b1. My responses are in
bold.
Vipers Den b1
Gameflow: The first few moments out of spawn start well, and that's about the only good point The 'V' shape, while good for a cap+choke point, represents like 90% of the playing area. As such, it's way too open, w/ no logical breaks in the track. Despite having only 2 caps and 2 spawns, certain areas naturally lent themselves to battle. Specifically, the cap at the tip of the 'V' was quite fun. Being able to walk along the top of the dividing wall is cool. Being able to shoot down at half the map unrestricted, not so much. The map also lacks signs, and the fact that you don't even need them is not a good thing. The basic elements of good design are here, the author just needs to take time to expand upon them. 3.5/10
The choice of a V was inspired by the theme of VipersDen, by natural choke points it creates as you mentioned, and by ease of adding new paths between the Red and Blue side as needed. I agree it is somewhat simplistic, but remember you are looking at b1 so the layout was bare bones at that point. With b2 I've pulled out the canyon walls and added other obstacles to break up the straight corridors a lot. With the more complex design I have also added more arrows. I'm glad you like the elevation difference and the tip of V area, both of which are things I've focused on to make the map somewhat unique. As for unrestricted shooting down to lower areas, I believe with changes to b2 this won't be a problem.
Balance: Despite the design issues, I found the map to be surprisingly balanced. That is, both teams had relatively equal opportunities to exploit the poor layout The side tunnel around cap 1 is large and cumbersome, but it's the right idea at least. The incredibly open layout makes the Pyro all but useless until the very final squared off area around cap 2, while snipers rain supreme. Health and ammo kits are non-existant. 2/10
Lol, as I first start reading this I'm happy by "I found the map to be surprisingly balanced" and then "both teams had relatively equal opportunities to exploit the poor layout." Well said and I can't help but agree. For b2, the side tunnel's walls have been displaced (see screens below), broken up so not just straight shots, lighting improved, and shrunk a bit. I want to keep it long, as the tunnel's point is to provide an alternate route around tip of V that is relatively safe but will take you longer to traverse. This is an area I want feedback on from b2 and will shrink it down more if needed. With the much more complex layout of b2, Pyros and Heavies for that matter, will have a use and Snipers have been nerfed considerably.
Detailing: The author made a start w/ his details. I especially like the train cars outside of Blu spawn, because I can see that being expanded to an actual train station, w/ Blu spawn as the main computer room. The rest of the map lacks any distinguishing features. I honestly can't picture what the setting is supposed to be Do a few sketches by hand, look up some pictures, and try to figure out where you want to go w/ the setting. I'm giving this a small point boost b/c he did include a few cactus's, and a curve in the track right before cap 1. 3.5/10
Detail was certainly not up to snuff in this version, but again it was b1. I'm glad you like the train cars and the train station is not a bad idea, although I was thinking that Blue spawn was an abandoned business (mining company?) that the Viper gang had taken over; hence the derelict train. The setting is sometime around 1900 in a mining town built at the edge of a canyon/mining area. I'm glad you like the cacti smartass
. Overall, b2 will have better detail, especially the displacement cliffs which I scrapped and redid.
Optimization: The map is small and runs well by virtue of not having much in it, lol. The little hut/building things are func_detailed, and he made good use of displacements. Until there's more meat, it's hard knowing to what extent the map is optimized. For now however, 10/10
Yes it runs well because I did the simple things in b2 like func_detailing and nodrawing brush faces behind displacements, and as you mentioned b/c not a lot of models. I think the V layout lends itself to good VIS blocking at the macro level, although the long corridors are clearly a problem at the intermediate level, but that has been resolved with b2. I still need to add hint brushes, set fade distance of my models, and break up VIS a bit more.
Style: Again, I can see the beginnings of a map here, but there's a lot of inconsistency. Out of Blue spawn, why would a train be lined up right next to a wooden hut? The pool of water at the 'V' crest is cool, but why is it there? It should be connected to a skybox building or natural body of water. The area around Red spawn looks like it could be a farming thing, but there's too little to know yet. As before, take some time to plan, and figure out what exactly you want to do here. 3/10
As mentioned above, Blue spawn is an abandoned mining company or something that the Viper gang (blue) has taken over, hence the out of service train. Water, even in arid areas, can pool up in canyons, especially if it is being fed by an underground source. I plan to make this a bit more evident going forward. Red area is a town, the big red building connected to spawn is the town hall and will eventually be detailed as such, the red block at the final CP is a placeholder which will eventually be the jail where some blue folks are being held, and which will be blown up at the end. I've also added a church and a gallows to further reinforce the wild west town feel.