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Posted (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 :P

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 by JeanPaul
Posted (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. :P

EDIT: Something more along the lines of this? Just kill some of the lights to create contrast where needed.

tfpoo.jpg

Edited by Psy
Posted (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 by FMPONE
Posted

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.

8d2k8.jpg

Problems:

-shit red spawn

-maybe a little open for sentries to be effective

Alpha 3 stage 2

mBPcl.jpg

Problems:

-shit red spawn

-some extraneous paths

-a little large in parts

Alpha 3 stage 3

LrX6Y.jpg

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

MSXPE.jpg

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

atYke.jpg

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

9ubjK.jpg

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?

  • 2 weeks later...
Posted (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)

kw57r.jpg

This is the last hallway before the final point. You follow the curve of the final point's outer wall to get there.

Edited by JeanPaul
  • 2 weeks later...
Posted (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 :P

kllBk.jpg

IaFFw.jpg

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.

yJZrs.jpg

KNq3d.jpg

DEA1S.jpg

2x0bX.jpg

oCv4J.jpg

lfRCf.jpg

K6EKY.jpg

WRn6I.jpg

v1ZJy.jpg

ahZBr.jpg

ZjITb.jpg

K20EQ.jpg

hIBRs.jpg

endb8.jpg

eXjB2.jpg

0TrOT.jpg

mVchl.jpg

30eQW.jpg

Nb1jY.jpg

Download:

http://jeanpaultron.com/maps/cp_imbricatus_a4.zip

Edited by JeanPaul

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