k bub... we did a playtest tonight
so everyone was REAL impressed with the progress. No real complaints man. I think you've got a near final product for texturing.
So heres a list of things we came up with for you to consider from random people:
-The guys loved the glass tubes, though they were hoping for them to be a little clearer so you can see into them better.
-Wolf and I thought maybe making the outside tube to the middle building glass as well?
-Everyones still complaining about the sewer tubes. All the other tubes everyone is very happy with. We're still suggesting putting the angles in the sewers to force the player through.
-Some people wanted the guard shack to have slightly larger windows so you can jump/crouch into them.
-The spiral staircase up to intel should have handrails so that people cant drop down them super fast with intel.
-We were thinking some outdoor lighting would be very moody for the map... so we were thinking instead of a sun high in the sky, having it a sunset on one side of the map and have some consturction flood lights around the mine entrance and the center of the building... the big open area by the front stairs and capture point. I know the sun hits the moon too, but the thought of sunlight being so bright and cheery on the moon just doesnt feel so spacey to some of us. And the big construction floods would feel really military.
-Possibly throwing some green ground down by the water landings... running with the terraforming idea.
-Gonna need some invisible walls above the buildings and the outer walls of the map... easy for a demoman to exploit the high ground up there.
-Use some emergency lights like in normal building staircases for the spiral staircase to intel - the two lights from the one fixture.
-Some sort of flood lights in the intel room to set a glow out the windows.
-A healthpack/ammo set on the top of spiral staircase on the landing.
-Some more health/ammo strewn about the outside of the base.
-The large circle sniper deck room is very big and empty... something to kill a lot of the dead space to create sentry positions and spy hiding. Making it a lab or a greenhouse was tossed around.
-That second floor door to escape from intel is definately too easy to get out through. We agreed it should probably be walled off but leave the balcony there for sentry options.
-And the possibility of flooping the intel room as I stated before. a few extra steps for offense to run to get to it and creating more defensive options.
So thats that dude. We had to struggle to come up with that much shit, and for the most part its tiny things. Overall, everyone was super stoked on this thing! Too bad you werent on =/ alright dude, take it easy... ttyl
With this small amount minor changes to the layout, it appears that I can move onto finalizing the brush work, adding in the terrain, and texturing the map.
and thanks to everyone that helped test the map!!!
PS I goint to post a series of pics that show the progression of the map throughout this process I think I'm on iteration 65 of the map so it should be interesting to see the how the map has changed.











