Ads keep us online. Without them, we wouldn't exist. We don't have
paywalls or sell mods - we never will. But every month we have large bills
and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3
First off, thanks for the VSH map, its somewhat rare to see new VSH maps so I always jump on the opportunity to take a look at new ones (That's the reason I may seem overenthusiastic)
I'm not really a mapper so I can't help you in terms of optimization, but I have played a lot of hale and seen a lot of hale maps, so I'll try to give you my 2 cents on balance.
First off: small things that should be relatively simple fixes with some fiddling
Corner that seems to get you stuck sometimes - Tested and can still get stuck here
Area where you get pushed by an unseen force - Forgot to test:
Annoying invisible wall placement: Edit: FIXED
Troll teleporter placement: Edit: FIXED
Ok, onto actual balance things:
Map has an abundance of full health and full ammo packs, I'd probably say too much.
Instead of full health packs I'd tone it down to simple smalls or sparse mediums and place them on the tables instead of sort of hidden in the corner, obstructed by tables. Being able to readily see the health packs from other regions of the map helps in quickly adapting to the map.
On the same note, instead of full ammos, mediums and smalls work fine, spoiling the mercs with that much ammo might cause engies to be able to setup too fast.
General rule to keep a map not too solider favored: Keep the health packs outside small & very spaced out mediums, leave fulls and more mediums to indoor areas. The idea balance would have health and ammo so that a solider would have difficulty in simply sustaining himself, and would have to pop indoors every once in a while.
on the topic of the area with the tree, it seems a bit too tall, as in it's going to be a pain to fight as hale because its too tall to superjump to (hes going to have to go all the way around), lowering the height just a bit would do wonders in giving hale a fighting chance against a setup there. Edit: FIXED
As for the spikes room, love the idea and concept, but theres a few things that might need tweaking.
See above post, as teleporters can serve as easy blockers.
By constantly hitting the button it seems like i'd be possible to completely obstruct a hales process, making it impossible to reach you. Suggested fix => make the spikes breakable or give the button a cooldown. Edit: FIXED
Also the room could possibly use a teleporter. A good spot for it to come out might be here
Love the map, will add more after some testing with real players and post on how it plays with ~16 and ~24 players.
I'm not smart about balance. So i'll talk about optimization and stuffs.
The wood planked bridges can be made into func_detail. This means the bridge will not create vis leafs. * I put a link here but My account is a n00b.*
Areaportals. They help optimize. They are used to make the player NOT render props and objects he cant see. Its impossible to explain in text without images. So google areaportal tutorials.
I ran out of optimizing things. So i'll go over detail. KEEP IN MIND THIS IS NOT IMPORTANT AND JUST MAKES YOUR MAP A BIT MORE SEXY
Some textures are squished. Easy fix for this one. Use the Toggle texture application and make sure the X and Y are the same. or just about the same.
Another thing. The wood board textures. arnt straight. click them with the Toggle texture application tool and set the rotation to 90.
Also the grass is hl2 on the sky area. :I
Another thing. Uh...
Oh ya water. I would make the water texture "water/water_2fort_expensive" <-if it's glitched, make sure you have vis set to at least fast.
Another thing: PLACE CUBEMAPS. Not needed for a map like this right now. I mean it's v1 just thought i would say it.
Your sun. I think a sun like this would be sweet.
Here's the settings i used.
PitchYawRoll: -10 321 0
Brightness: 237 196 109 700
Ambient: 159 220 253 200
Spread angle was 5
The sun you have now looks great and this is just a idea.
Lastly. Take good pics of your map to give a good show of the detail.
Number 6. <lol dat skip.
Gameplay. The players cant get out of the water on most areas.... Uh I will hopefully come back and post more. But i haven't played a round on hale. :( plz forgive me.
Uh. Looks cool bro. Can't wait for b2. Also i'm not a teacher and am bad at life. so if somethings i say don't make sense. Please forgive me. Also my opinions aren't always the best way to do things. it's just what i would do.