![]() |
|
Map Making Discuss everything related to creating new levels here. |
![]() |
|
Thread Tools | Display Modes |
#1
|
|||
|
|||
![]()
LEAF layout:
![]() Version 3.1 - 12 March 2012 Download: tbd_leaf.altx This map is currently on the map test server. Update Log:
Last edited by Flexio; 04-18-2012 at 01:25 PM. |
#2
|
|||
|
|||
![]()
inb4 tg
Looks great, but it is asymetrical ; I don't know if that's meant to be, but on the right side there is one small leaf next to the turrets while on the left side there are two. |
#3
|
|||
|
|||
![]()
Also inb4 Mr. Gleaf.
Small points of criticism (note: I haven't played it yet, just looking at the picture now) ![]() 1. There is a huge ****in hop right there. Just incase you didn't notice, cuz fart is gonna go crazy over that <[`~`]><[`~`]><[`~`]>. Also, super open... It'ss kinda like that huge blank spot on woods (which I personally despise with all of my heart). 2. Wokhop+super long lob. Kind of reminds me of tbd_woods. I don't necessarily think it's a terrible thing (it could play out nicely), but I never really liked woods (and this might be a reason) 3. Are those turrets set to the regular settings or can they shoot 90 degrees? I feel like if they can't shoot 90 degrees, then someone can just kinda own this area (Yeah, I'm talking to you, donk) Other than that, I love the rest of the map. Great graphics and a nice layout. Can't wait to play it ![]() |
#4
|
|||
|
|||
![]()
All the turrets can shoot 90 degrees and they're at the default range.
|
#5
|
|||
|
|||
![]()
What's the difference between a hop and a wokhop?
|
#6
|
|||
|
|||
![]()
Hop is when you blow up the remote mine when it touches ur butt http://www.youtube.com/watch?v=afPkkTEyXdA
Wokhop is when you blow up the remote mine when your kinda below it http://www.youtube.com/watch?v=7hSAA...eature=related |
#7
|
|||
|
|||
![]()
Damn you.
Was gonna say, if you're going to name a map after me at least make it a _ball_ map. ![]() @Nikon - that would be cool. But name it ball_tgrief and have a picture of ssd crying. Last edited by tgleaf; 02-26-2011 at 06:04 AM. |
#8
|
|||
|
|||
![]()
don't worry tg, maybe Polio and I will make one called ball_grief or something.
|
#9
|
|||
|
|||
![]()
that's my nickname, it's trademarked
![]() |
#10
|
|||
|
|||
![]()
I think this would be better if you put the bases higher. It's a great start though and I look forward to trying it
|
#11
|
|||
|
|||
![]()
move the base off the back wall a little bit? most maps allow for a wrap around hit
|
#12
|
|||
|
|||
![]()
I would like to say that tbd_leaf is still a completely active project.
A few days after the map's release, I realized (and testers on the map test server did as well — thank you) that the leaves needed a graphical rework. I started on it right away. I am still in the process of reworking them and it is taking longer than I expected. I am still open to all comments and ideas that I can incorporate in the next update along with the new graphics. The update will probably be coming this week. Thank you, and sorry if this was an unnecessary bump. |
#13
|
|||
|
|||
![]()
Well, the main visual issue imo is that a lot of the map objects are grainy -- this leads me to believe that they were originally smaller pictures that you simply enlarged to suit the purposes of your map.
While making a very big image smaller is usually okay, the opposite usually yields unsatisfying results. If you make 3 or 4 leaves that are extremely large (at least as big as the leaf in the middle of current map) then you can shrink them, or rotate + shrink them to conform to any map object you might need. Also, the leaves in the current version appear cartoonish and flat (esp. with those thick, black borders), which is a downright awkward contrast with the background, which looks like an actual photo of a dirt texture (said texture was probably made in photoshop, but it looks realistic enough for me to call it so). You could try to make the leaves more realistic, but at the end of the day you'll have a photo-realistic setting with ... 2D cartoon planes, which doesn't match up so well conceptually ... well, some people like that, some people don't, so it'd be up to you. I'd much rather see you try to paint/draw a more cartoonish background. Nor does the background necessarily need to be dirt, like it currently is ... all of those leaves could potentially be attached to trees that are in the background (check out Blind Pilot's ball_thorns for a good example of this). Just an idea. If you're set on keeping the dirt background, then I highly suggest that you at least add some shadows beneath the leaves (not even really big ones, a very thin shadow would do the trick), giving the appearance of the leaves having that sort of spatial relationship with the dirt background. I'd say get something dark, but still translucent to a degree. Have them render in the background. Just my 2 cents. |
#14
|
|||
|
|||
![]()
VERSION 2 [5.14.11]
![]() Check OP for details. |
#15
|
|||
|
|||
![]()
Looks sexy
|
#16
|
|||
|
|||
![]()
I actually really like the graphics on V.2, nice job.
|
#17
|
|||
|
|||
![]()
Graphics look sexy as a mofo. Kind of curious to see how the moved spawn points play out and I'm glad you moved the base up some.
One thing I see is that those top corners are just going to be a playground for good TA's since it's fairly open with some obstacles, yet not turrets. I'd suggest placing a turret somewhere up in those corners. Also, what's the range of those lower cornered turrets? |
#18
|
|||
|
|||
![]()
90 degrees both ways.
This applies to all the turrets. |
#19
|
|||
|
|||
![]()
The map looks pretty big, i think a bit too much with the layout you used.
The climb you have to run to get to the top is a bit much, especially if you have the bomb. Defending will be extremely difficult because the planes spawn far away + they are beneath the base! lol The base is also very reveled and with not much cover above it, which is not a good thing, because of the large amount of lobbing angles. I also don't really agree with having a clear path from 1 base to the other, without any objects in the way. |
#20
|
|||
|
|||
![]()
Version 2.1
- Added high turret - Moved spawn points ![]() |
#21
|
|||
|
|||
![]()
Are the stems collidable? Problems arise from thin collidables...
|
#22
|
|||
|
|||
![]()
Yep, all of the stems are collidable. An update was scheduled to release soon, but it looks like that won't be happening as I am currently on the way to Ohio with no computer to access the map file.
Written from my iPhone, please excuse typos. |
#23
|
|||
|
|||
![]()
Version 2.2 [5.27.11]
Moved high turret to the wall, moved low turret to the base platform. ![]() Try it out on the Map Test Server. |
#24
|
|||
|
|||
![]()
I haven't had a chance to play against real players but here's my opinion.
Map is very large, the only successful (played on altitude ladder) maps of this size have neutral bombs (tbd_core) or loop around passages (tbd_asteroids). Map geometry is very defensive. The map is too large and defensive for beginners to enjoy. There are a lot of turrets. This is usually a bad thing, especially on a map as large as this. Bottom hills that you collide with are difficult to visually differentiate from the non collidable bottom hills. |
#25
|
|||
|
|||
![]()
Flexio made this? This is like my favorite map.
|
#26
|
|||
|
|||
![]()
Wait!
LEAF is evolving! ![]() 4000x1350, how's this look? This keeps large resemblance to V2.2 but reduced map size, filled in corners, and reduced turrets. Overall modernized and improved. Last edited by Flexio; 01-16-2012 at 04:06 PM. |
#27
|
|||
|
|||
![]()
looking good, now you just need to get people to play test it some more.
|
#28
|
|||
|
|||
![]()
absolutely gorgeous. all i would do is maybe watermark it.
i dare you to try adobe illustrator and make a flexio watermark logo ![]() |
#29
|
|||
|
|||
![]()
Ehhh, maybe. :P
|
#30
|
|||
|
|||
![]() |
#31
|
|||
|
|||
![]()
- borders of objects need to be smoothed out
- The blue border-object is too similar to the blue mountains in the background, at least on the bottom - a bit difficult to tell what's collidable and what isn't. I would suggest changing the mountains or the border to a completely diff. color. |
#32
|
|||
|
|||
![]() Quote:
- Hmmm... I'm pretty satisfied with the color scheme of the mountains right now. Nonetheless, I'll see how some alternate colors might look. ![]() |
#33
|
|||
|
|||
![]()
Fixed the outline. Also made minor changes to the spawn points.
![]() I also came up with this for an alternate color for the mountains: http://i40.tinypic.com/2gxfn5w.jpg ...but I'm keeping the original for now. Last edited by Flexio; 03-12-2012 at 04:56 PM. |
#34
|
|||
|
|||
![]()
what's the background color for para false
|
#35
|
|||
|
|||
![]()
The para false background is the default light blue color (RGB 160/160/255). Looks like this: http://i41.tinypic.com/2612c85.png
Last edited by Flexio; 03-12-2012 at 04:56 PM. |
#36
|
|||
|
|||
![]()
+1 on this map. Great to look at and plays well.
![]() |
#37
|
|||
|
|||
![]()
Thanks. Care to post in this thread to promote tbd_leaf for ladder?
|
#38
|
|||
|
|||
![]()
great map but too many spawn points 6 would be fine
|
#39
|
|||
|
|||
![]()
In TBD, as long as the number of spawn points is at least 5, I feel it's mostly up to preference. I made 9 because it might be used in pubs (7v7) and it's also how I do most of my maps in general.
|
#40
|
|||
|
|||
![]()
Awesome map. I think they're needs to be 1 more
Turret on each side. 3 doesnt seem enough for me. |
![]() |
|
|