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This should be fixed now. I didn't know how to upload the soundscapes or map script as separate files (which didn't work when packed into the bsp), but apparently they upload with the bsp automatically. Tested it out and the map loads fine now, missed the playtest deadline though so I'll have to wait till next week.

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I won't lie to you, from the screenshots I was expecting it to be bigger. The scale of some areas would be more suitable for a cs:go level.

Edited by Radu

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I was a little worried it was too small, it was originally a Ham and Jam map which had a 24 player limit. I started from scratch and made a lot of areas bigger, but I did still consciously try to make it less wide-open than most official maps while keeping some longer sight lines. The timing between each point is the same as Comacchio so if I have to, I can easily expand the side routes.

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Here's your feedback as promised.

Mercury is looking great. I like the amount of detail that has been added. The props really help with selling the setting and make it feel more like an actual place, and the crashed plane is a nice touch. The lighting in the level looks good overall, although the bloom is a bit too much. Also, the interior lights feel a bit dull. Maybe try some warmer colors to give your interiors a different feel from the exterior of the map. Gameplay wise the map was really fun to play, though the capture zones can use some work. The A capture zone covering two floors is a bit too much. I would suggest to only make the objective the top floor. B is a great objective, nothing to add here. C is really fun and quite a special gameplay experience, however the capture zone is a bit too large. I suggest to make it only the courtyard and upper walls. And a small side note, I noticed in console that the map doesn't have any ins_viewpoint entities.

Looking forward to next iteration and final version of your map. Keep up the great work!

 

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Thanks for the feedback @Xanthi. I found it hard to get an idea of how A and B played, since people were new to the map and didn't have time to learn the flanks, defensive positions etc. I'd already removed the yellow building from the apartment capzone, but I've changed it to just the top floor now too, to see how that plays, as well as changing the doors around and giving Allies a stairway up into the point. I've also moved the First Axis spawn on Offensive back behind the barn to give Allies a few more seconds to set up defences.

 

nN0VQFY.jpg

JrrxJtq.jpg

 

On B, I thought Allies were at a disadvantage so I've swapped the little side door for a whole new flank. On C, I've taken out the route from the Axis advanced spawn directly to the fort, so they now need to take the main road (past the fountain). The area is still there, you just have to go the long way round.

 

SgEcLI2.jpg

5KQMVQh.jpg

 

And finally, a texture for the Ju52:

IRwYyGq.jpg

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Thanks for the feedback @Bevielis. I definitely agree that the map feels pretty small - the original, unfinished Ham and Jam version was designed for 24 players and although I made it bigger, while still trying to keep it tighter than the stock maps, it could turn out that it's still too small. Depending on further feedback, I already have ideas for changes, and opening up more buildings to help disperse the players more.

 

Also, I haven't touched Hammer in about 2 years, so I actually really enjoyed just mapping again. Even if this map didn't get a single download, I loved making this little world and putting all the details and life into it. I got really sick of mapping after finishing my L4D2 campaign but now I have tons of ideas again for DOI.

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