Requesting Layout Critique (1v1/TDM)

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ThreeSidedCoin
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Requesting Layout Critique (1v1/TDM)

#1

Post by ThreeSidedCoin » Mon Feb 22, 2016 3:39 pm

Hi there!

I've been working on a map for a little bit aimed at small scale DM matches. I haven't really finished it, I'm still blocking it out, but I was wondering if anyone with more experience than I have could critique the layout of the map thusfar. I plan to start blocking out the 'base' location on the south part of the map there, but you can see where those parts connect already.

A note about my shorthand: the ROCK textures are going to be naturalized areas, the bricks and marble will be feeding into a temple style atmosphere while the bronze textured areas will be tech base-like. I'm still kind of inexperienced at creating maps, but I have a solid theme in the back of my head that I think will look awesome once done but won't stand up without a decent layout to make it sing.

Any help would be appreciated!

Also, please ignore the horribad mess of the water area's sector work, I'll fix it eventually >_>;;

Screenshots were taken with 120 FOV
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ThreeSidedCoin
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RE: Requesting Layout Critique (1v1/TDM)

#2

Post by ThreeSidedCoin » Mon Feb 22, 2016 7:42 pm

Image

There's going to be some more vertical variation in the 'base' area, but this is what I had in mind. So, yes. Cover, definitely. Thanks, Decay. :D

I was trying to finish up the rest of the layout before I posted it, but I'm pretty close to it so here we are: https://drive.google.com/file/d/0B_nH1A ... sp=sharing

ThreeSidedCoin
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RE: Requesting Layout Critique (1v1/TDM)

#3

Post by ThreeSidedCoin » Tue Feb 23, 2016 12:15 am


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Tiger
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RE: Requesting Layout Critique (1v1/TDM)

#4

Post by Tiger » Tue Feb 23, 2016 1:34 am

Some notes:
  • Please, next time compress the PWAD into a ZIP archive data file. I ask as this is kind-of a standard and also it makes my web browser freak out over these sorts of files. Maybe it's the service that you chosen, but IE's security gave me trouble downloading the .WAD file.
  • The layout of the map mostly connects to itself, meaning - you have multiple paths for the player. However, this is only true in the outside portions. If the player goes inside the cave or whatever its supposed to be, the map defaults to a linear passage. Is there a way you can have multiple paths in this area? Maybe a teleporter?
  • IIF (if and only if) the player drops from the helicopter pad, that player is stuck. There is no lifts to escape or some means to get unstuck.
  • I generally don't like the aesthetics of the map texturing. It seems like you were unsure what textures to use, but you started throwing whatever textures you could into the map. Additionally, the sector references flats doesn't make sense with its own side-defs patches\textures.
  • The map just feels way too open for DM; this map quickly reminds me of a Doom2 map 'MAP15', this map is terrible for DM.
  • Lacking some life or detail, it seems way too basic.
  • Your map contains warnings that should be addressed:

    Code: Select all

    map01 - entryway
    
    Starting MIDI playback failed
    (null): invalid ACS module
    Line 1122 has no first side.
    Unknown floor texture 'FLOOR3_9' in sector 110
    Unknown floor texture 'FLOOR3_9' in sector 122
    Unknown floor texture 'FLOOR3_9' in sector 123
    Line 1122's right edge is unconnected
    
Don't get me wrong I see serious potential here, but this map has some flaws that needs to be ironed out first. To help you and what I recommend if you are making competitive maps: I hope you the best with this map.

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Ru5tK1ng
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RE: Requesting Layout Critique (1v1/TDM)

#5

Post by Ru5tK1ng » Tue Feb 23, 2016 9:24 pm

Some of the top pathways are barely large enough for one person. The entire South end of the map is just wasted space and has nothing interesting going on. However, I did like how you can traverse the waterfalls and maneuver to the top. I'm sure you have your own vision of what you want to do, but I'd just axe the large fat rooms in the south and just focus on the outside where the most interesting things are happening.


Also, deathz0r's guide is helpful in reminding everyone how bad gothic2 is and why it should be used as an example wad of what NOT to do in deathmatch.
Projects

EonDM - With Hatred as my sidekick.
RageCTF - Made 1 map and did much more.
DBAB LMS - Pack made for Last Man Standing.
EonWeapons - Improve vanilla weapons and add stuff for kicks.
Progressive Duel - Leaving the old behind.
IDL201X CTF - Maintaining since 2013.
Strife AA - Helped tested + 1 map

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