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Refinery 



Map Version: Alpha 
Type: KotH
Released: 03-06-2012 
Last Update: 03-05-2012 
MetalKev
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Default Refinery

First map I've designed. I'm looking for feedback on obvious flaws in design and some testing so I can optimize and beautify the map after I know it plays reasonably well.
I'm brand new to the community too, so if I make a faux pas don't hesitate to tell me.


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Old 03-06-2012, 12:51 AM   #1
Tarry H Sruman
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Looks decent for a first map; can't see many of the typical first map flaws. However, looks like there's a pretty big sightline in the last screenshot. Throw it up for testing, but please please please make sure the entities are fully functional first.
 
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Old 03-06-2012, 02:13 PM   #2
Jeremy
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I'm not sure if having a full healthpack in the middle of a big empty and (probably) easily accessible room is a good idea.

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Old 03-06-2012, 07:00 PM   #3
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Quote:
Originally Posted by Sir Raffi View Post
I'm not sure if having a full healthpack in the middle of a big empty and (probably) easily accessible room is a good idea.
The healthpack is located in a bunker underneath the main point, equidistant from the spawns. The idea I was going for was that it'll be a contested area so nabbing it won't be safe (like the health room on koth_lakeside) and that people can jump down to the bunker entrance to get it easily, but in doing so need to walk a fair distance to get back to the control point, making the health both easily accessible but ultimately inconvenient.
I don't know how well it'll work in practice but that was my theory.
 
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Old 03-06-2012, 09:40 PM   #4
Tarry H Sruman
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Good to see someone who put some degree of planning into their first map.
 
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Old 03-06-2012, 10:17 PM   #5
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From just the screenshots I suggest that you add in cubemaps, other than that good job
 
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Old 03-11-2012, 03:19 PM   #6
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just a headsup: the name refinery i already taken by arena_refinery. just saying

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Old 03-11-2012, 03:59 PM   #7
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This was a really interesting map, but I think it has some big flaws to it. A lot of the corridors and doorways are really small. It feels very convoluted at times, and there are a lot of jumps. I played scout most of the time, so it wasn't as big of a hassle for me, but I'm sure the other classes weren't having as easy of a time.

I think you mapped the gameplay affecting brushwork too small in general. It has lots of paths everywhere, but they are all very cramped. It's like the problems with micro-detailing, except for gameplay elements. If that makes sense.

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