Chasm

KotH Chasm b1

  • This map is featured! Our best maps, all together in one place for your viewing pleasure.
Status
Not open for further replies.
Feb 14, 2008
1,051
931
I wanted to show something off, but as there's a lot of lighting stuff not done yet (I'm saving it for last), I decided to blur it for now.

preview1.png


Oh yeah and this is my 1000th post too.
 
Last edited:
Feb 14, 2008
1,051
931
On thing that bugs me is the red truck. How did it get up there without a ramp, the ground clearence doesn't look like it would be able to just drive up it...

Besides that, very very Doublecross-esque, I love it.

Excellent work so far Randdalf

:)

Actually that bit its back wheels are on is a ramp, it's just hard to see that in the screenshot.
 
Feb 14, 2008
1,051
931

Languid

L5: Dapper Member
Oct 9, 2009
240
256
The pictures look like you've done a goddamn amazing job. The only thing that bothers me is mid, the chunky planks are just ech. I think it would look better splintered
 
Feb 14, 2008
1,051
931
I'm thinking of compiling the b1 I made for this a few months ago... I've been busy at university and haven't had the chance to work on it any more until now. Anyone interested? I think I changed the middle point quite a bit.
 

Harribo

aa
Nov 1, 2009
871
851
I'm thinking of compiling the b1 I made for this a few months ago... I've been busy at university and haven't had the chance to work on it any more until now. Anyone interested? I think I changed the middle point quite a bit.

yeah sounds good we played your map on Saturday on a casual event if you want to look at the feedback http://feedback.tf2maps.net/map/koth_chasm_a7/
 
Feb 14, 2008
1,051
931
A8 (30/01/12)
- Modified the middle point to make the stairs route more useful
- Fixed numerous small graphical issues
- Moved medium health + ammo forward, next to the bridge
- Added some additional detailing and refined other spots
- Upgraded the two small health packs inside the house to medium
- Fixed some clipping issues (not all!)

Download: http://dl.dropbox.com/u/1085379/projects/karate/release/koth_chasm_a8.zip

Your wish is my command... this version doesn't fix everything that's wrong. There's still a ton of horrible playclipping around the cliff edge but I think I fixed a lot of the ones people complained about. For some reason the spotlights reversed direction when I compiled it or beforehand somehow; not sure what that is about. Some stuff people have posted in this thread hasn't been fixed yet either, sorry about that!
 
Last edited:

Doctor Paprika

L4: Comfortable Member
Apr 24, 2011
150
53
In general, I really like this map, both how it plays with a full server and the appropriate and un-cluttered detailing, but it needs some major clipping and optimization fixes.

http://dl.dropbox.com/u/27652498/cp_chasm_a802.jpg

When I go around this corner, my FPS drops noticeably, even when running the map myself to take screencaps. I can only guess that it's simply because there are huge sightlines filled with props around the capture point and they're all being rendered at once.

http://dl.dropbox.com/u/27652498/cp_chasm_a801.jpg

This fence clips with the roof near both spawns.

http://dl.dropbox.com/u/27652498/cp_chasm_a803.jpg

I'm sure everyone has pointed this out in game, but it's super-easy to get stuck here.

http://dl.dropbox.com/u/27652498/cp_chasm_a804.jpg

Floating sheet metal

http://dl.dropbox.com/u/27652498/cp_chasm_a805.jpg
http://dl.dropbox.com/u/27652498/cp_chasm_a822.jpg

First, that spotlight is really hot. Second, the second light on that prop on the red side doesn't have appropriate light coming out of it. It looks weird.

http://dl.dropbox.com/u/27652498/cp_chasm_a806.jpg

I don't really get why you can get back here. It's right next to spawn and it's almost too good of an ambush site for a spy, pyro, or really anybody because the enemy will instinctively not look behind such a large prop.

http://dl.dropbox.com/u/27652498/cp_chasm_a807.jpg

I actually don't know if this is something with your map or the sky texture, but there's a weird seam thing and a lighter colored area.

http://dl.dropbox.com/u/27652498/cp_chasm_a808.jpg

This prop looks like shit up close.

http://dl.dropbox.com/u/27652498/cp_chasm_a809.jpg

Not a big deal, but I don't think it's a good idea for players to be able to stand on these things.

http://dl.dropbox.com/u/27652498/cp_chasm_a810.jpg

This is really nitpicky, but that wire looks like it's coming straight out of the conduit.

http://dl.dropbox.com/u/27652498/cp_chasm_a811.jpg
http://dl.dropbox.com/u/27652498/cp_chasm_a812.jpg
http://dl.dropbox.com/u/27652498/cp_chasm_a813.jpg

http://dl.dropbox.com/u/27652498/cp_chasm_a814.jpg
http://dl.dropbox.com/u/27652498/cp_chasm_a815.jpg
http://dl.dropbox.com/u/27652498/cp_chasm_a816.jpg

This happens a lot throughout your map, at least with this specific lighting prop, which you use regularly.

http://dl.dropbox.com/u/27652498/cp_chasm_a817.jpg

I don't really get why that wooden fence is on a roof.

http://dl.dropbox.com/u/27652498/cp_chasm_a818.jpg

This detailing door on Red's side can be stood on, so it needs to either be clipped off or removed.

http://dl.dropbox.com/u/27652498/cp_chasm_a820.jpg
http://dl.dropbox.com/u/27652498/cp_chasm_a819.jpg

Another example of an unclipped prop that you can climb on top of. A lot of your props around those halls near spawn are like this.

http://dl.dropbox.com/u/27652498/cp_chasm_a821.jpg

Why are these boards here?

http://dl.dropbox.com/u/27652498/cp_chasm_a823.jpg

More unclipped props.

http://dl.dropbox.com/u/27652498/cp_chasm_a825.jpg

These arrows are confusing. They supposedly lead the way to the capture point, but I can see it from here and the stairs are faster. I don't think you need them.
 
Feb 14, 2008
1,051
931
Thanks a bunch dude. I'm planning on making two fairly major changes plus all the various fixes.
1. Remove the big huge sightline chasm running along the edge of the map and just have one running down the middle instead
2. Make the route above the CP more useful for attacking so the point is easier to retake, this will probably involve adding another room in the very middle. I'm erring on this though.
 
Last edited:
Feb 14, 2008
1,051
931
progress111.png


B1 (27/06/12)
- Fixed a few graphical issues
- Improved clipping and collisions
- Refactored 3D skybox
- Improved hint optimisations (more to come!)
- Revamped chasm portion of the map
* Removed large chasm running along the map
* Lengthened chasm running from the point
* Added new detail areas
- Massively reduced the size of the deathpit
- Converted the rock in front of the CP into a platform with small health
- Remove some unnecessary signs
- Added a small ammo inside the middle houses

Download: https://dl.dropbox.com/u/1085379/projects/karate/release/koth_chasm_b1.zip

I believe I fixed nearly all of the issues in Doctor Paprika's post above, and made some major changes as well. Worth the weight?
 
Status
Not open for further replies.