Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited February 2014
As Flaterectomy pointed out, the top part will probably be an issue. There is another issue I can see, if there is nothing in the centre of the map, No RT or TP, then it won't see much use except for flanking, so making a nice detailed room in there is likely to be a waste of time. People will just use it as a shortcut when they need to get from TP on the left to the one on the right.
Obviously it needs testing, but from the layout, I really don't think it will work. Maybe if you add a route from the central room to the room above the left TP, it might work.
Also, there appears to be a few LOS issues, with long corridors etc, but it's hard to tell without being able to scale it (you've hidden the TP's so we can't judge the scale). When we played this before, it was massively over-scaled
The LOS issues won't be a problem (Bottom middle hallway, Right TP, Top TP) . This is a rough playing that just shows how the rooms connect and I will fix it in due time.
Would making another room in the center that connects to the top-right and then top-left hallways solve this issue or should I move the center room up and re-route the hallways accordingly?
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
I would probably move the center room up slightly, and probably only connect to the left side, otherwise you start getting too close to the other tech point. I have to admit though, I can't say for definite either method would work, they will need testing.
still adding more vents into the map and I'm still trying to figure out how to fix the minimap. It's still showing places that are under CommanderInvisble. Should be playable tonight.
still adding more vents into the map and I'm still trying to figure out how to fix the minimap. It's still showing places that are under CommanderInvisble. Should be playable tonight.
I finally got the thing to publish with the overview working. Everything is pretty much done on the map besides the RR. I would love to hear your feedback or just anything in general. steamcommunity.com/sharedfiles/filedetails/?id=270224945
Fivz, your last batch of shots looks really stunning! Only concern I have, at a quick glance, is the very first screenshot. I recently had to remove a lot of props from my floors, on prison, due to people bumping into them repeatedly, when trying to move fast through the level. I fear your depot might be to cluttered on the ground aswell Otherwise I love the theme and feel!
Fivz, your last batch of shots looks really stunning! Only concern I have, at a quick glance, is the very first screenshot. I recently had to remove a lot of props from my floors, on prison, due to people bumping into them repeadetly, when trying to move fast through the level. I fear your depot might be to cluttered on the ground aswell Otherwise I love the theme and feel!
Most of the props there are for los issues but I do agree that I might've added too many. I'll probably remove some just so there's more walk space and build room.
Yeah it's up on the workshop, just type "stratos" and you'll find it.
Has it been tested (like by the SCC)? Is it balanced ?
I just gave it a quick look but I'm looking forward to doing this again and again, to give you my feedback.
ps : IT'S GORGEOUS btw
The feel is great, the layout seems quite good. I can't wait to play this. But what do you guys think of the room at the centre. Only two ways in and out, isn't it too few. Like when one of your mates is in trouble in the middle of the map, and you are on the middle north/south, you can't help him. If there is a need to replace that guy for momentary route block, you can't do it either, which might be problematic.
here are some screenshots :
We can see behind the texture here in the vent
This RT might be way too close to the Tech Point
Here there might be a lighting issue, but I don't remember where it is... yeah I'm that bad
@Fivz I just added this map to The Thirsty Onos servers. First I have to say that the map looks really good. Well done!
We played two rounds on it today with 8 players on each team. Overall impressions were good. If I may suggest something I would like to see more connections to Cargo in the middle of the map and perhaps add an resource point there. Right now there is really no reason to take that long route through the middle of the map except for the occasional base rush.
Minor details: Hanger should be spelled Hangar and location names in commander view are sometimes wrong.
I hope you are still working on the map as it is one of best custom maps so far. I would like to add more custom maps to my servers but there aren't many maps that are finished or close to being finished. Most players don't want to play maps that aren't fully textured.
@Fivz
There maybe a FPS issue. The Cargo (Center) room makes me fall to 50FPS while every other official map is above 100 flawlessly. I didn't check if occlusion was ok but that may be the case.
I'm going to finish up this map before starting on a new project. I'll add the 2 hallways leading north and south from cargo and if it doesn't work out I'll revert it back to normal.
from what I've read here's my to do list.
- clear clutter and fix fps issue within "Cargo"
- Fix various graphical errors
- Fix lighting issue in "Bridge"
- Move RT in "Lobby"
- Add north and South Hallways in "Cargo"
I have 2 screenshots here detailing the hallway path. It would really help me out if you guys can name which one you would prefer. Thanks for all the feedback on the map. I wasn't expecting much, but I'm glad that people are actually playing it.
The choices are:
1- pick either screenshot a) or b)
2- combine both routes
3- a variation of a) and b)
4- Something completely different. (If you can post a screenshot here that would help a lot)
Just to clarify the red Lines are hallways and not vents. The green circle indicates that I walled off that point,
Comments
Obviously it needs testing, but from the layout, I really don't think it will work. Maybe if you add a route from the central room to the room above the left TP, it might work.
Also, there appears to be a few LOS issues, with long corridors etc, but it's hard to tell without being able to scale it (you've hidden the TP's so we can't judge the scale). When we played this before, it was massively over-scaled
Would making another room in the center that connects to the top-right and then top-left hallways solve this issue or should I move the center room up and re-route the hallways accordingly?
=> in an hour?
steamcommunity.com/sharedfiles/filedetails/?id=270224945
Most of the props there are for los issues but I do agree that I might've added too many. I'll probably remove some just so there's more walk space and build room.
Has it been tested (like by the SCC)? Is it balanced ?
I just gave it a quick look but I'm looking forward to doing this again and again, to give you my feedback.
ps : IT'S GORGEOUS btw
The feel is great, the layout seems quite good. I can't wait to play this. But what do you guys think of the room at the centre. Only two ways in and out, isn't it too few. Like when one of your mates is in trouble in the middle of the map, and you are on the middle north/south, you can't help him. If there is a need to replace that guy for momentary route block, you can't do it either, which might be problematic.
here are some screenshots :
We played two rounds on it today with 8 players on each team. Overall impressions were good. If I may suggest something I would like to see more connections to Cargo in the middle of the map and perhaps add an resource point there. Right now there is really no reason to take that long route through the middle of the map except for the occasional base rush.
Minor details: Hanger should be spelled Hangar and location names in commander view are sometimes wrong.
I hope you are still working on the map as it is one of best custom maps so far. I would like to add more custom maps to my servers but there aren't many maps that are finished or close to being finished. Most players don't want to play maps that aren't fully textured.
There maybe a FPS issue. The Cargo (Center) room makes me fall to 50FPS while every other official map is above 100 flawlessly. I didn't check if occlusion was ok but that may be the case.
from what I've read here's my to do list.
- clear clutter and fix fps issue within "Cargo"
- Fix various graphical errors
- Fix lighting issue in "Bridge"
- Move RT in "Lobby"
- Add north and South Hallways in "Cargo"
I have 2 screenshots here detailing the hallway path. It would really help me out if you guys can name which one you would prefer. Thanks for all the feedback on the map. I wasn't expecting much, but I'm glad that people are actually playing it.
The choices are:
1- pick either screenshot a) or b)
2- combine both routes
3- a variation of a) and b)
4- Something completely different. (If you can post a screenshot here that would help a lot)
Just to clarify the red Lines are hallways and not vents. The green circle indicates that I walled off that point,