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报告翻译问题






The nobuild you added at 4475 1385 400 is team specific, red can still trap players.
Opened up an out of map: 1750 2094 898
222 -1400 194
1100 -1080 184
3136 2550 184
4475 1385 400
Might be a good idea to add blockbullets to each of the point caps so people can't hide stickies in them.
Nobuild in the water, no fun going against sentries you can't see.
For performance reasons you are going to want to seperate off sections with skybox. Currently if you are on last point, you will render everything on first point.
I'm aware of the major line of sight issues and working to fix them, with access to flank routes that don't expose BLU to the choke points first. I'm opening up the building behind Point A and connecting it to the corner building leading to Point B so that BLU has a more covered approach. I'm also trying to work in some similar approaches for the other points, and covering the bridge on D is a good idea.
Point C looks really miserable to play on. The only route in is through a massive choke point, the sightlines are insanely long and unbroken, and blue's flanking options aren't very good. A majority of engagements here are going to be at long range, which isn't super fun for either team. Typically payload maps with such open areas have long flanks that are separated from the rest of the area and penetrate deep into the defensive line. Look at Frontier and Thunder Mountain for good examples of this.
Point D looks like it has a lot of similar issues to C. The flanks are better, but you're still at a huge risk from snipers while using them. Some ideas to consider: cover the upper bridge; add way more cover to the cart's approach (something like a new building where the metal barrier is); reducing the playable space on the right side of the point area (from defense's perspective) to give snipers fewer places to stand.
Just from having a quick look around I can already identify a few major gameplay issues. The first thing I want to point out is blue's starting spawn. I don't think the rightmost exit is going to be used very much after the round begins, since you have to cross in front of two very spammable doors to reach it.
That little health and ammo alcove behind point A looks like it'd be a great place to put a flank route. Why is there nothing else there?
The big window overlooking B provides a direct sightline into the hallway above, which means the flank route is basically rendered useless, as it's extremely vulnerable to both snipers and projectile spam. I'd move the window to the side so that blue can actually use it as a height advantage.
That's a big issue, actually. Just about every single flank route requires the player to walk through a massive sniper sightline to reach it, often with minimal cover available. Snipers, Heavies and Pyros are going to have a really hard time here.
Here's the link: https://ficool2.github.io/HammerPlusPlus-Website/index.html
(I am not affiliated with or sponsored by these guys)
Clipping is absolutely an issue and I will smooth out some of the corridors and stairs. Can't believe how much of that I missed, looking at it now.
BLU spawn being far back was an issue I thought could be addressed with teleporter locations around the 3rd point, but as that point developed it became quite a bit longer than I had anticipated. I'll see what I can do about another BLU spawn room closer to the action.
Other changes like detailing and overlays should come as I continue to work on it, as an aside.
The payload track, i'd keep that reserved for the cart mostly. Having too many sidetracks might confuse player who isnt familiar about the map, where the cart is going.
Try to make the ammo and health pickups more apparent by placing them to more visible areas and not hiding behind boxes and such.
Clipping needs improvement. On the narrow indoor corridor i hit every wooden beam there is while strafing against the wall. I didnt test if there are out of map exploits but model stairs also needs clipping.
Some stairs are bit big and blocky and the blue base chickenwire is a bit large as well as the beams around it, compared to the player size.
Visually i think it looks pretty good. Perhaps some overlays and brushes could make it a bit more aesthetic. Good job.
1000 characters limit so dividing this to 2 posts...
I'm not sure how ready this map is right now and are you working on it still but i have couple of notes.
The blue spawn is way too far. Capping 3 points is unheard of and RED can easily make it stalemate the further the 3rd point the game goes to. They have clear advantage. I would add a forward spawn after 2nd point, not third.
Also on RED side, you need to close that door that leads to the short route out of the base, which closes later. Right now player spawn shows 2 doors and the one on the left becomes dead end when blue pushes cart few points forward. Otherwise players will try to go there when they spawn.
It looks like theres many routes to go through, perhaps too many. Perhaps simplyfy the routes a bit more so theres apparent ways to go and not right, up, left, right and forward.
I have to admit I completely overlooked engineer placement logic, I had assumed the engineer bots were just "like that" when they were spamming sentries outside spawn. I'll look into it and see what I can do.
Familiar sight but with different routes and gimmicks.
A few things I noticed is that your map might not have any Engineer tip placements. (Hammer markers for engineers)
They tend to build next to the spawns compared to Valve maps and other maps where these were placed.
Also I love the open spaced routes and big doorways for the payload to go trough like the old maps, I originally picked this up to convert this to a Stop that Tank gamemode but the lack of Red spawn rooms make it difficult since bots get trapped because of captures (route changes)
Not your fault ofcourse, but more a bot logic thing.
Wonder if you try Payload or Payload Race maps again in the future since they seem to be really good!