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PostPosted: Thu May 29, 2008 6:38 am  Reply with quote



Joined: 07 Apr 2008
Posts: 40

I love it, it looks awesome, kinda like hkheat a bit. Nice touch with the flowers, man, did you make those yourself? And that lighting is great.
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MilkMan
PostPosted: Fri May 30, 2008 1:29 pm  Reply with quote
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Joined: 20 Jan 2005
Posts: 1086
Location: Columbus, Ohio

Thanks Smile

I didn't do the flowers myself, sadly. They're from CS:S, but I did some editing on them to get them to light correctly. It was pretty simple.
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John Long Zorro
PostPosted: Sun Jan 17, 2010 8:48 am  Reply with quote



Joined: 30 Dec 2009
Posts: 8

Okay, so...

What applies to each level is that your escalators, thanks to having individually brushed steps, have pretty big collision issues. It's really easy to get stuck on the individual unless you're running 100% straight, which is usually not an option. I think you should just add neat collision-preventing slopes there.

First, you've also got lots of office space blocked by windows. Make the glass breakable and don't be afraid of letting people go in there. The first thing everybody says is they want to get inside:







Since the rooms already exist, all you need to do is turn the glass breakable! Very Happy

Second, elsewhere glass should be breakable too, including with the railings - or at the very least penetrable. I would recommend breaking glass all over, it makes things more exciting:



Third, the long wooden arch should absolutely be accessible to players! You put time into making one so let people get onto it! Imagine how exciting it would be to stunt up and down from there.



The easiest solution for this issue would be moving the soda vending machines to both sides of the structure, left and right, and allow people to climb on those and then subsequently onto the arch. Very Happy It should be fairly easy since most of the action of the level figures in the location.
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Timoses
PostPosted: Sun Jan 17, 2010 9:12 am  Reply with quote



Joined: 11 Feb 2009
Posts: 100
Location: Germany

You can dive in this game. ^^.

It is possible to get up that long wooden arch. Just dive onto it Wink.

I also noticed that the escalators block you when not walking them up straight. Very annoying when you wanna go up backwards while shooting somebody and then getting stuck in there >.<
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John Long Zorro
PostPosted: Sun Jan 17, 2010 10:21 am  Reply with quote



Joined: 30 Dec 2009
Posts: 8

Timoses wrote:
You can dive in this game. ^^.
Dude, do you want more people to get up on there or not?

Let's clarify that for others: You can perform a combined jump+dive off the railing below. But Timosis, you think that's enough for such a focal centrepiece? I think not. The flow of the map directs 90% of the action near the area and accessibility becomes an issue.





Again, I suggest being able to get up on top from both sides of the arch, left and right side.
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Darkelth
PostPosted: Sun Jan 17, 2010 11:35 am  Reply with quote



Joined: 30 Dec 2009
Posts: 12

I gotta agree with John here. Those soda machines could be moved for making it easier for people to dive/climb onto the arch. As it is in dhl_escobar that one roof was accessible from two different directions.

The main priorities that ought to be changed in this map are:

1) Fix the escalator. I often get stucked in it (especially irritating in a situation Timosis painted). It shouldn't be a big problem, though I'm not a mapper myself. One doesn't get stucked if one runs on the rails but it's not a very good option because you're more vulnerable.

2) The Burgershack place. Make the glass breakable. The upstairs get a bit more open room for shooting, and is not as tight as it is atm. I'd say it's worth testing and I believe it improves the playability of the map.

3) The same goes with the meeting rooms upstairs, rooms JLZ had taken some screenshots from. Their priority is not as high as the Burger shack, but it is easier to make those rooms ready for a massacre arena than Burger shack.

4) The arch, as JLZ said.

5) The desk area downstairs. Making the doors lead into a place. It needs a lot of work compared to the other changes, because there isn't anything at this moment, but could be worth doing.


But yes, this very door leading into another room, and some door that leads behind the desk.

Here make that glass breakable, an another route in and out the room which is to be made.

----
The fifth improvement isn't the most necessary. I can live without it, but just an idea. It could make the downstairs more alive too, now the flow is mostly upstairs-oriented.
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MilkMan
PostPosted: Sun Jan 17, 2010 2:01 pm  Reply with quote
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I'll try to address these things as I go along. Keep in mind that I have no problem complying with popular demand...

Okay, first. I designed the map with the current layout in mind. I added the burger shack and meeting rooms solely for giving the map some depth instead of just having big walls. I wanted it to make some sense. The burger shack could be opened up, maybe, but definitely not the meeting rooms because they would be prone to camping as they are dead ends. I do plan on having some sort of cover for that large open area on the second floor for the next release, as well as some bug fixes, like the escalators and such (which I did include a clip brush in the current version, but I took a second look and I guess they aren't high enough).

Second, I am pretty sure the glass in the railings is penetrable, but it would be hard for me to make it breakable because of the geometry of the glass. I did, however, make the large hallway glass upstairs breakable.

Moving along, the arch IS accessible from each end. All you have to do is jump dive from a table to get on top of it, or the couch. It wasn't really meant to be a central part of the action, but more of a "hey where did that guy go, oh he's up there!" type thing. Again, the arch was more of a decorative feature than a design decision of the map.

I'm not trying to shoot down the suggestions or anything, I am simply explaining the reasoning behind how I made the map. I do appreciate them and I will keep them in mind. I have been working on this map recently, adding detail and fixing bugs. I will definitely keep these things in mind.

Thanks!
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Timoses
PostPosted: Sun Jan 17, 2010 2:19 pm  Reply with quote



Joined: 11 Feb 2009
Posts: 100
Location: Germany

You don't even have to dive from the railing to get up the arch. You can just
jump dive from the ground...[/u]
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