AirRaid

CP AirRaid B2a

Kwzby

L1: Registered
Jun 27, 2015
21
8
I looked around A9 and I have some Feedback from looking around.

http://i.imgur.com/f6X7tSZ.jpg

A wall here would help block a Sight line

http://i.imgur.com/knBpR9Y.jpg

These chairs are annoying to bump into and this Ammo is right in your walking space

http://i.imgur.com/JIUKcso.jpg

These holes in this Ramp just eat spam, adding a block bullets would help

http://i.imgur.com/4e8dMSs.jpg

A Small Health or Ammo would help here because its otherwise a very dangerous place to be

http://i.imgur.com/yXEXSDi.jpg

You can stand on both of these Awnings

http://i.imgur.com/YMCaiwB.jpg

Clipping on the beams so you don't get stuck on them

http://i.imgur.com/dNlNOdg.jpg

Possibly replacing these barricades with a hut could possibly break a big sight line

http://i.imgur.com/wNV4is6.jpg

These two doors fell pointless and create and unnecessary choke point connecting the two and making it smaller

http://i.imgur.com/UbQPn59.jpg

All over the map the Lamps are solid and you end up just bumping on them when rocket/sticky jumping

http://i.imgur.com/SruXCp8.jpg

This area feels very cramped, and the two huts feel very large and could use being lowered and shortened

http://i.imgur.com/FrAxksp.jpg

These chairs should be clipped

http://i.imgur.com/kRFfhkR.jpg

As well as these fuel cans

http://i.imgur.com/DXsUzn7.jpg


It seems easy to just spam down onto the point as the defenders, possibly en tending the building up top and adding a ramp to the two parts would help

This map seems to be getting alot better and i hope some of this feedback helps :)
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
20160902193324_1.jpg

AirRaid has updated to A10!!!​
(THIS MAY BE THE FINAL ALPHA VERSION!!!)

The changes included are:
  • Shifted left and right flank routes to remove sightlines at mid.
  • Remade displacements for mid.
  • Overall reworked mid to be better.
  • Removed useless far route off to the side of the helipad (closed one side with the gate that was there).
  • Made the trigger for helipad cp circular to match the "H" Outline.
  • Added a bunker end to facilitate jumping from a ledge onto the helipad.
  • Broke up sightlines at last.
  • Fountain placeholder at mid for soldier statue.
  • Fixed an exploit above spawn.
  • Moved back some concrete walls on right spawn exit to give attacking team more space.
  • Placed overlay or prop where healthkits and ammopacks are.
  • Added more lighting to emphasize some areas.
  • Just added more lighting in general (map was way too dark).
  • Added actual airraid sirens for airraid...
  • The air traffic tower placeholder is now more of an air traffic tower.
  • Retextured some walls on Red side.
  • Fixed some missing clipping at some walls (now you won't get stuck).
  • Added "Capture Zone" overlays to mid and last.
  • Added some missing details for the hangar doors.
  • Fixed spawn doors z-fighting with the walls (still some from the bottom of the door against the ceiling.
  • Added a soundscape.

Read the rest of this update entry...
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
20161123140841_1.jpg



WELCOME TO THE JANE DOE MEMORIAL AIRFIELD AND SOLDIER MUSEUM!​

We did it folks, We have reached Beta! This journey has been long and arduous, so now I have reached a good point to stop the Alpha and I am now getting ready to finish the mapping process!

This version includes the following changes:

  • Reverted almost all textures for side routes
  • added a new section to Lobby
  • Walled off some areas to prevent spam
  • Moved spawn doors back to prevent demo spam
  • Added arches on main route from 2nd to mid to limit sniper's range
  • removed several routes from last to 2nd such as the staircase
  • removed blockade from last for clear path to 2nd.
THINGS I KNOW ARE WRONG WITH THE MAP

Ghost-lights
Texture shifts
some displacements are not perfect but will do for now....
soundscape is everywhere (even indoors)

Read the rest of this update entry...
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
Being completely honest... I am debating on whether to scrap the project, give it up for adoption, or try to continue development... However in the state that Air Raid is currently in, this project is basically nuked if I cannot find anything to do here with it....
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
Man it's been a while, I have matured and gotten back into mapping AirRaid once again! This version is in Beta 2 since us at Team AirRaid (@BigfootBeto , @SmallBiscuit , And I) have been working hard trying to rebalance the map for the better!

20170326225013_1.jpg

Changelog:

General Changes:
Started giving permanent textures to certain areas
Added/ moved around Health and Ammo packs
Fixed a stray Healthpack causing the map to be Asymmetrical

Middle Point:
Picked up the monopoly pieces and actually built the Gift shop(s)
Restroom stalls are now installed, don't mind the smell near the Upcoming Shoreleave Exibit.
Removed the fountain at mid, for a better or for worse, however we are considering a monument to our founder...

Flank routes:
Started retexturing rooms
Started moving in exibits, so now it is not just an empty void!
Cleaned up the mud tracked in from Mini-Sentry Engineers
Marked Ammo
Added another small healthpack to the flanks to 2nd

We have posted the map on the TF2 Workshop, and have gotten a decent liking for the map. The post can be found here. Also as an added reminder, I will never upload the map there first! I will always post to the tf2maps forum before anything else.

Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Oh cool, we both made a 5cp Frontline map for the 72hr jam last summer. Seems like different climates though, lol. You guys got some good progress since then from the looks of it.
 

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
Looks very interesting, but your steam workshop link is dead...

If your map is going to have high walls, I recommend you put in a few extra details on them, such as streetlamps (around mid in the marketplace area), and a few military rooms around last (as you are using Frontline assets). Just remember, clip these properly so comp soldiers don't get stuck (and maybe on the streetlights add func_nobuild, but this depends on what you want).
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
I deleted Air Raid off the workshop... I give up on the project for now...
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
If you don't mind me asking, how come? I saw that post you made on the sub

quickly realized my ego made me rush the map instead of taking my time on the base layout. Beto made me aware of that real fast...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Suppose you should develop the layout in alpha longer, then swap over to beta when your collab team comes to an agreement to start detailing and less focused on layout. Rushed beta's hurt badly when you have to make layout changes in a highly detailed version.