View Full Version : Ctf Facility 2002
05-04-2002, 03:54 PM
I just uploaded my beta map, ctf facility 2002, and was wondering if anyone could download it and look at it? I'd like to know what you think, the level is far from finished but i was hoping to get some feedback for improvements i could make!
05-04-2002, 04:17 PM
Ok man, I hate to tell you this but I have to be honest. I really didn't like the map at all. Just about everything needs A LOT of work. I didn't play it long enough to get enough specifics but in general the map is way to blocky (use more curves and the 2deditor), the lighting was to washed (to bright), the flow is horrid with too many obstructions and dead ends, the flag room is way to easily defended, the doors eitehr have to go or speed up/start opening earlier. Sorry I didn't sugar coat it much but it will help in the long run to hear it now.
05-04-2002, 04:26 PM
Yep..you need more routes (one central routes with rooms branching off of it is verrrrrrry bad..make those rooms connect).
I was confused by the sign above the door into blue base that said red base (to signify you were in red base..)..move that sign elsewhere or switch it with the blue base sign on the other side of the doors.
The flag rooms are wayyy too easy to camp.
The flow is really broken up by all those partitions and rooms you have to go through to get anywhere.
The two biggest gameplay flaws right now are lack of routes and campability of the flag rooms. Fix those and then start working on improving flow and visuals..
05-04-2002, 04:41 PM
arghh, i knew this was gonna be said! Thanks for looking at the map though, i know it needs alot of work but i find it pretty hard cuz i'm not a pro. I can make curved surfaces but i need some help on abit of stuff! thanks though, your comments did help!:p ;) :)
05-04-2002, 04:43 PM
p.s. the sign above the door which says 'blue base' is there to indicate that you are entering the blue base, not in it! :) But i'll change it if its confusing
05-04-2002, 04:49 PM
doh! my bad..I remembered wrong..no the signs are good..I thought they were reversed and wereNOT signifying what's through the door.:loopy:
you might consider putting some team-colored textures in those entrance halls (doesn't have to be much) because it can be confusing figuring out where you are until you run back into one of the bases.. no biggie tho
05-04-2002, 04:55 PM
:) You know, i can't finish this map! I kinda just made it cuz i liked making the rooms with the giant cylinders, but now i have no idea what to do with it?? If anyone wants this map then take it, change my name in the level properties and edit it how u want. I will try to do something to level but it seems like everything is bad so i'll do my best! The thing with me is that i've got about a million levels which i started but never get the chance to finish them! DOH! :hammer:
05-04-2002, 05:08 PM
No..don't give up..
here are some simple things you can do that will easily improve at least the gameplay of the map.
Each base has the central hall with a room off of each side right? Well, connect (via a doorway probably) the two rooms on the right side and connect the two rooms on the left side (if you're looking down the hall from say, blue base, there is a room on your right, then you can go through the double doors and there's another room on your right).
Connect those with halls.
If I remember right there was also some dead-end to the left after you've gone down the halls yes? Connect that via a room/hall combo to the flag room. Now there are 2 ways to the flag room. Perhaps connect that one pipe room that has the invisibility to this path you've just created, and connect it to one of the main hall side rooms.
Interconnectedness ownz.. Now just maybe take out a partition or two and your map will flow MUCH better and be MUCH harder to camp. Try that, resubmit as beta, and see what people think then..
we're here to help ya learn.. ;)
05-04-2002, 05:19 PM
in case what I wrote above wasn't helpful..here's a very generalized view of the map and suggestions as to how to improve the flow and remove campability
05-04-2002, 06:02 PM
OMG-- you made Freakish break out his Etch-a-Sketch...
05-04-2002, 08:27 PM
:D THANKYOU very much for the advice, i was about to give up on it cuz i didn't know what to do but now i think i'll put in those extra paths (thanks for the ultra detailed drawing :p). Do you think i should just get rid of the doors for good or keep a few?
05-04-2002, 10:18 PM
I think you can keep all the doors except those yellow circled areas (on the left as you enter either base); you may want to widen those doorways as well. This way defenders will still have a chance of heading off flag-carriers..they'll be able to watch two exits at once.
I forgot how well the doors opened in the map, so the following might not apply..but just make sure doors get triggered before you get to them, and make sure players don't have to wait for them to open if they keep running. It's a matter of taste, and some maps have reasons for slow doors (like, the shortest, safest route or something), but try to avoid slow doors around flag rooms or chokepoints.
And don't mind Squirrelinabox..he's got good suggestions but doesn't realize it takes time to learn all those fancy things you can do with Ued.
Keep at it and I look forward to the next beta!
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