Wutville

PL Wutville beta2 - final

r13

Train God
Aug 30, 2010
259
286
20161206063054_1.jpg
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
Feedback time. Many images inbound.

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It looks like you've yet to get to detailing the spawn rooms but this cow skull looks odd in a Christmas themed map.


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Splitting up a spawn into different areas is generally frowned upon but I think it would be OK for this map. The main issue is that both spawn rooms only have ONE exit and no safe way to look out them without being in the line of fire. This leads to either one or both rooms being easily campable since players are bombarded without warning when just trying to leave their spawn room.

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These pickups in the snow look weird, especially since the patch for them is ON the snow itself.


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I can hide stickies in the trees.

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No cubemaps.

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Ok, so, A big issue with this map is just how long and narrow it is. LOOK at these sightlines. The last one can basically cover 2 points from one spot. It's ridiculous. That one at least has some semblance of a flank to deal with while the first two really don't.

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The inside areas are a big dark at times.

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The rust on this train looks odd compared to the bright colors used in all of the other models in the map.

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When I jump onto this part of the train, it stops. This seems weird since I'm still ON the train but only the wagon counts as being the payload.
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Clip them stairs.

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Red sign in blu spawn, also one of the bobbles from a tree is clipping through the wall.

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Another spawn with only one exit and no windows. Unlike the other spawn, this one only has one room and is in a spot that is ripe for camping.

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Weird line here.

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The white tank on the wall here just does not fit. It's a very different design than the much more cartoony and curved buildings throughout the map and putting them together just shows how different they are. The red on on the ground looks alright though.

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Clip them stairs.

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Clip them stairs, again. I can't walk up this top step but have to jump instead.

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This is weird.

That's pretty much all the feedback I've got for now. I really like the visual style you're going for with this map but like I said before, it's very long and very narrow. There's mostly just one long hallway with a few side rooms which makes for crazy sightlines. I'm also not a big fan of the skybox as it contrasts too much with the light and bright colors used throughout the map. I hope this helps :D
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Some more feedback for ya, from my quick look around the map:

Your clipping is top-notch in certain areas, but you give a lot of freedom with roofs. These movements can be made as Scout:

Up these crates...
0ZhryFd.jpg


Across these roofs...
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And to view this hole:
v96jNxT.jpg


Not-so-subtle displacement work
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Wrong wall texture in one of the spawns
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You can view the invisible bottom of a building through this gap
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You're really taking the snowy theme seriously!
NEfw5to.jpg


This vent prop is never visible, due to its fade distance
EC8ciMn.jpg

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Ever-so-slightly misaligned no-entry texture (I expected better :()
XoKkTWb.jpg


These rooftop snow patches are weirdly bright in this area (it's probably just the contrasting texture)
AZH7axC.jpg


There's a perch on top of this one shipping container (you might be better off clipping the top two containers completely flat)

gfV1eYa.jpg


I don't like being able to go inside all of these trees, but I suppose this is nothing abnormal, and they'd be a hassle to clip anyways
qwTDovW.jpg


Now this I have a problem with (I'm standing in this shot, and this tree isn't the only one in which you can do this)
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In general, you're just too clever
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What a sly dog.

I really love this map. I think I'll be drawing from your layout philosophy in the near-future, because just nocliping around Wutville is stunning. Keep up the great work dude.
 

r13

Train God
Aug 30, 2010
259
286
cheers to you guys... wow i was thinking i was gonna just drop the map after this update.

I'll just your feedbacks to make a list and start working on another polish pass, i suppose.

the immediate thoughts on the feedback:

I'm gonna have to give the tree's a collision mesh bigger than "just the trunk" that i have on it now. I'll have to experiment with them a lil. I really dislike the few community maps that allow you to get on top of trees. So i'm definitely gonna make sure that issue is addressed.

the train is first on the list for the next update. it was the last on the list on this round and i cut it and shipped as it works as is. I do have a friend that i asked to make a new train for me that may have the time now. I think he saw these screens and thought, wow he was serious. we'll see how it goes. at worst thou, it'll get some paint on it. It'll still look roughly like the head of a reindeer in any outcome thou.

I am a little anxious about doing a ton of more work on this tho. Valve is not going to pick this up and once the holiday season is past, this map will not be attractive to play in. I feel i'm approaching the point of diminishing returns in regards of efforts on this project.
 

r13

Train God
Aug 30, 2010
259
286
I have addressed all the items you two have referenced. Even the long sight lines part... or at least changed it up some...

the spawn rooms are only going to get so interesting... they are small and meant to be boring compared to the exterior. but i am working on some loving for them. i want to build a map that will update as you move the train and you move tot he next spawn..

the train now goes indoors, thru a loading dock of sorts... i'll get some pics up soon. i need to finish my round of clipping across the map, this evening... been clipping the crap out of all the buildings. if its taller than the train, you probably cant get on top of it after this.

optimized and removed a lot of brushes that are covered by the snows now too. i think i even pulled the planes used down a couple percentage points. the whole map is just over 24 megs after repacking... its 125ish after packing but before repacking..

right now i'm at :

clipping
decorate spawns
soundscapes
repaint rudy
paint alphas for the building textures
 

r13

Train God
Aug 30, 2010
259
286
i added a santa bomb

also clipped out the cab. you cannot ride inside it with santa.

the issue is that when you are inside that space and the cart moves, you will get pushed into the collision which will either hold you there untill you are killed or you are pushed out. [it happened to me once] but most often you get clipped into the collision and then it kills you as its supposed to if you get into the middle of the train. Riding the train up the hill, i was killed 4-5 times.. it was fun to try, but i see why lil chewchew is designed as it is. I followed the Chew's lead once again, but i've learned why now. The versions names on the Chew model are probably indicative of the frontier author going thru the same process.

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Benoist3012

L3: Member
Dec 25, 2015
148
207
Your map is awesome, I want to tell that we at Potato's MvM Servers are going to run some "gamedays" with the server mod Hydrogen and I made to bring mvm gamemode on all pvp maps, if you are interested into seeing your map played on mvm let me know x), (we aren't decompiling and recompiling the map, we just detour the normal game logic with a server mod, and put mvm instead).
Keep up the amazing work!
 

r13

Train God
Aug 30, 2010
259
286
thats cool :D i imaging the bots coming up the hill could be a significant challenge... this next version might complicate some of that... let me know how it goes.. i'm trying to get a beta out today. i'm tweaking shaders and alphas... that tells me i'm out of fun things to do so it must be close to done ;)
 

Benoist3012

L3: Member
Dec 25, 2015
148
207
thats cool :D i imaging the bots coming up the hill could be a significant challenge... this next version might complicate some of that... let me know how it goes.. i'm trying to get a beta out today. i'm tweaking shaders and alphas... that tells me i'm out of fun things to do so it must be close to done ;)
We didn't try the mod on the map yet, but we already did on all valve payloads map and it went pretty well so far.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
20161211233700_1.jpg

Trees lack any kind of collision. I don't thank that's a good idea.
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This looks too much like a font and less like someone painted it on there. Maybe make it a sign or a poster instead.
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It's super easy to get stuck in the front of the train by going anywhere near it. Even easier if the train is going around a curve.
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Please, clip your stairs. I know it's going to be a painstaking task with how curved they are but please try and do it anyway?
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I really like the new path for the train around this area but this sightline is still pretty bad. I'd suggest putting that red building with the light in the middle of the path and have 2 small paths around the sides of it.
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Dunno if this is supposed to be red. All the other ones are green.
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Clip.
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Floating props.

I don't have any footage of it but when the train falls into the hole at the end it feels a big jarring. The train goes from moving slowly to moving very quickly without any kind of reason for it. It also makes it difficult to escape the explosion radius.

I know you've said that you don't want to put much work into the spawn rooms but some kind of back rooms behind glass would really help them feel like real spaces. Overall I really like what you've done with the map so far and hope you continue to work on it even with the feeling of diminishing returns. Even if Valve doesn't pick up the map, I'd hate all the work you've done so far go to waste by the map not being fully finished.
 

r13

Train God
Aug 30, 2010
259
286
The trees have collision... you might have found one that it's turned off... noted tho.
 

Trianon

L1: Registered
Feb 25, 2015
15
14
Great map, still has some issues, bridge and resupply logo lack collision, as well as trees like pieman said. Also the train is still buggy, maybe you should add some kind of invisible wall behind it, cause i got stuck just from the few first meters. Keep polishing the map, man!
 

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r13

Train God
Aug 30, 2010
259
286
Dont understand the collision issue with the trees.. they clearly have it and its turned on.. i could show a hammer screenshot to prove my point, but i'm lazy.

i dunno... i guess i'll rebuild it again... shrug


the bridges arent supposed to have collision turned on beyond that first one... the ones that are 50 feet up in the air are just for decoration. the second i allow a demo to sit up there, someone else will rip their shirt in the injustice it caused them. if that causes a lot of confusion, i'll just remove them. i could clip them out as well, but i'd rather leave the air clear for jumpers... shrug

the supply signs... those fucking things... i have rebuilt them 3 times that you guys havent seen and scrapped them and went back to the default... guess i missed the collision switch on them... noted... i'll probably just clip the whole area over the doors and be done with it.

as for the train... i'm not sure what part is causing issue... i mean yea i know what the issue is, i'm just not sure what the fix is, i'll probably need to look at Chew again and see what the specific detailing was done on the back of the train body. i thought i had duplicated it, but something isnt right obviously.