JeanPaul Posted October 15, 2012 Report Posted October 15, 2012 (edited) Imbricatus is a 3 CP attack/defend map with an emphasis on height differences and an uphill battle for blue. Last night I worked a little more on the final point but had to stop myself because this is only alpha 2 I wanted the player to have zero confusion as to where the final point was while also highlighting the paths you can take to get there. Did I go to far? [Removed the images] Edited October 22, 2012 by JeanPaul Quote
Psy Posted October 15, 2012 Report Posted October 15, 2012 (edited) I think it's too evenly lit for anything to stand out, tbh, so my eye isn't being drawn to anything in particular. It does look a bit confusing. EDIT: Something more along the lines of this? Just kill some of the lights to create contrast where needed. Edited October 15, 2012 by Psy Quote
JeanPaul Posted October 15, 2012 Author Report Posted October 15, 2012 Yeah actually that is a really good point. Let me try something real quick Quote
JeanPaul Posted October 15, 2012 Author Report Posted October 15, 2012 (edited) Is this better? [Removed the images] Edited October 22, 2012 by JeanPaul Quote
FMPONE Posted October 15, 2012 Report Posted October 15, 2012 (edited) Losing the red lights hurts the shot. I also can't find the exits. You want all the fun of the red lights, and all of the focus of lighting the cp, but without displacing emphasis equally throughout the room with small spotlights. Outside of the rough area of the cp, only the exits should get attention, with bright consolidated lighting. Here's a really rudimentary note: http://i.imgur.com/y2Z10.jpg http://i.imgur.com/gpOWN.jpg (forgot to mention spot lighting the cp more, in the darker room) Edited October 15, 2012 by FMPONE Quote
JeanPaul Posted October 15, 2012 Author Report Posted October 15, 2012 (edited) Okay how does this look then? I really highlighted the entrances to the room + added a few things [Removed the images] I dont really want to mess with anything else till I test again Edited October 22, 2012 by JeanPaul Pampers 1 Quote
-HP- Posted October 16, 2012 Report Posted October 16, 2012 Really good as always JP! Apart from lighting, are you looking to get any other feedback? I think this last update looks pretty spot on and final to me Quote
JeanPaul Posted October 16, 2012 Author Report Posted October 16, 2012 I want the map to be fun of course. Come play on tf2maps.net server, we will be playing it periodically Alpha 2: http://imgur.com/a/gPkR0 http://jeanpaultron.com/misc/cp_imbricatus_a2.zip Quote
JeanPaul Posted October 22, 2012 Author Report Posted October 22, 2012 ALPHA 3 Lets play! http://jeanpaultron.com/misc/cp_imbricatus_a3.zip Quote
FMPONE Posted October 22, 2012 Report Posted October 22, 2012 Last three shots really stand out for me, gonna run around this tommorow Quote
JeanPaul Posted October 23, 2012 Author Report Posted October 23, 2012 So, after some small tests on tf2maps.net's server, the results are in! Okay so here are my solutions for alpha 4, tell me what you guys think! Alpha 3 stage 1. Problems: -shit red spawn -maybe a little open for sentries to be effective Alpha 3 stage 2 Problems: -shit red spawn -some extraneous paths -a little large in parts Alpha 3 stage 3 Problems: -complex paths to get to final point -kind of a long walk for blue, resulting in less action at the point -not super readable from red's standpoint The solutions Alpha 4 stage 1 Fixes: -red doesnt spawn on top of A and now have to go up a hill to get to A, so if A is being capped by a large part of the team, red's best option is to start defense on B Alpha 4 stage 2 Fixes: -red will now be immediately near B -blue spawns and runs down a hill and underneath red spawn and is immediately at B -more cohesive so players know where blue and red are coming from Alpha 4 stage 3 Fixes: -blu has now captured B and therefore doesnt need to go down a hill again and instead just cuts right over to C -blue has a lot shorter of a walk -C will be more easily readable Whole map: -red now has only one spawn and upon the start of the round will have large vista views of both B and C via one way windows. Dont worry, they wont both be visible at the same time, Ive got things to optimize you know! -going to condense certain areas a little and maybe add some more cover to make sentries a little more effective. I still want to test sentries more though. -improving player direction by adding some signs and shit So, what do you guys think? Any suggestions? Also, how in the flying fuck do I remove image tags off old posts in this new confounded forum board shit? Quote
JeanPaul Posted November 2, 2012 Author Report Posted November 2, 2012 (edited) This isnt dead! Im working on alpha 4 as we speak. Here is a work in progress shot I thought you guys would appreciate (lighting is obviously not final) This is the last hallway before the final point. You follow the curve of the final point's outer wall to get there. Edited November 2, 2012 by JeanPaul ⌐■_■ 1 Quote
JeanPaul Posted November 16, 2012 Author Report Posted November 16, 2012 (edited) Alpha 4 First, two images of the new red spawn. I managed to make it one room and that makes me proud of myself And now the map. Holy jesus this was a massive amount of work. I dont even want to look at it for the next week haha. Download: http://jeanpaultron.com/maps/cp_imbricatus_a4.zip Edited November 16, 2012 by JeanPaul Thrik 1 Quote
FMPONE Posted November 16, 2012 Report Posted November 16, 2012 That is some of the best stuff I have seen. Phenomenal work Quote
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