First off no one gives a fuck about orthographic views ![]()
Second, my eye isnt drawn anywhere in your shots. Get some directive lighting in there, its just one giant pipe mess right now.
First off no one gives a fuck about orthographic views ![]()
Second, my eye isnt drawn anywhere in your shots. Get some directive lighting in there, its just one giant pipe mess right now.
I dig the hell out of the new design bro
Where did this come from? How long did it take you?
Knoxville is awesome and you guys are just mindlessly hating
Arnold is the best though so I definitely have to see this
Quote from PsyThe architecture is cool as fuck...from a technical standpoit...but the map isn't easy to read and nothing is drawing my eye towards particular areas. I think you've taken the idea that "TF2 isn't realistic" too far and have ended up with an incoherent clusterfuck of a map.
Yeah this is why I wanted to abandon it.
Take a look at this post yyler made on tf2maps.net
http://forums.tf2maps.net/showpost.php?p…2&postcount=109
I think I pretty much agree on all his points. Which subsequently means I need to cut my losses and move on. Idk if I should make another tf2 map or not, but I really dont think it would be smart to continue on this one. Thoughts anyone?
My map features a massive curved warehouse that circles a large water tower that with grain elevators shooting out of it and a giant ass laser. Explain to me how that is realistic please ![]()
But yeah, it gets more and more refined with every release.
Man Im excited to release this!
This alpha should be really intense and super fun. I emphasized the verticality in this version and I really urge people to give it a few rounds before criticizing the layout. I want this map to be an epic uphill push for blue.
Note - its not optimized yet, so I can almost promise you some parts will be laggy.
Alpha 5
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Quote from PuddyFrom the look of it, the design does seem flawed. There's simply too much going on.
Solid de_ layouts are one of the hardest things to design...
While in the middle of a tf2 map, I seriously disagree. Designing a map for a game with one type of player is infinitely easier than balancing for 9 classes.
Too blocky, get some more angles in there!
Alright thanks guys Ill just take a break and see what happens. Its almost to the point of me not even wanting to look at the map haha.
Have any of you here played it in any of the tests?
So I have spent the last month or so on alpha 5 and I dont know what to say.
I think I might scrap the entire map.
I set out to create a fast paced 3cp A/D map with an emphasis on height advantages and vertical gameplay. For the most part I feel I accomplished that but I also feel this beast has slipped out of my control and went on its own rampage down frankenmap road. Ive spent over a thousand hours on this map since I started it mid august so this is no small investment in time. My main problem with the map is its apparent feeling of no direction.
Im making this post to see what other's think. Should I scrap it? Am I being too critical of myself? Should I just take the lessons I have learned in this map and start a new project? Would it be a total shame to see this map go to waste? Am I just becoming tired of this project?
Help! ![]()
Will flamethrowers fix the 1997 gameplay?
Incredible.
And holy shit what if that was what tf2 looked like. Source ![]()
I fucking love this design.
in conjunction with what others have said, I can definitely tell (from the screens alone) that mid needs more cover. You could easily slap some trains on those tracks (maybe with some partially in the garage) and youd then have some more height variation which is always welcome.
Definitely jealous of the talent here, good work.
I also like that you actually propped out the ceiling windows in the warehouse ![]()
Quote' timestamp='1354563784' post='318136']So, anyone grab this? I havent got around to play it yet, but I want to before the end of the year. Gameplay looks freaking spot on!
Play it.