cp_erosion

pekken

L1: Registered
May 5, 2008
33
7
last cap is too open and sniper friendly now, maybe move the ledges further down and add some cover. other than that i like it.

I dont think u need the tunnel that goes from first cp to middle anymore. block it halfway after the corner so it goes to cp 2 only.

the metal plate on top when u go to middle on red side often blocks u from going down.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
There's a few "hovering" objects that I've noticed.

Like the rocks under BLU base (granted, that might have been because I dropped down from the spawn and got stuck behind them, didn't look at them a lot from the "normal" side), or the RED/BLU signs behind the 2/4's.
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
yea this was a rough put together to test the layout
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
it isnt that much different... like.. i just changed the logs to ibeams...
 

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
I thought the metal was kinda weird the first time I saw it too, but now I think it looks cool. Just give it time to grow on you Sgt Frag :)
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
welll.... i beat youme to it i think... i maxed out the displacements... i had ~2080 and the max is 2048... b6 will have 2039
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
well ok i have had some problems… i have maxed the source engine basically… but yea i got it to run properly and the layout will stay as it is now… i cant really change anything just freely. I am going to work on props and other stuff but since the last release

- new skybox
- more optimazation
- another forward spawn (for mid cap, the previous forword spawn was for 2/4 caps)
- Turned the first spawns and added an exit
- Added a little more detail on last points
- took away some cluttered items to get map to work

funny numbers right now…

2000+ displacements (2048 max)
77.8 % Planes (was 92%)
71.2 % Waterindicies (was 98.9%)
74% Physics Terrian (was 90%)
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
updated finally

Download - http://forums.tf2maps.net/downloads.php?do=file&id=1002&act=down

cp_erosion_b60004.jpg

cp_erosion_b60003.jpg

cp_erosion_b60006.jpg

cp_erosion_b60011.jpg

cp_erosion_b60009.jpg
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Nice skybox, but you need to change your fog color or reduce the thickness so that it blends in with the background.
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
After playing b5c a few times (15v15), I agree with the final points being long, sniper-friendly, and less interesting than the rest of the map. The two high metal pathways seem especially vulnerable and awkward to use. We prefer the layout of b4c (though it's not without faults of its own). Overall, this map makes great use of the Z-axis and is a welcome change of pace.
 

Blindfate

L1: Registered
Nov 2, 2008
43
6
We really like this map over at G4B2S. I like how the center point is half wood half metal. :)

I think I'd still like to see a few water spots deep enough to extinguish flames, or some more obvious med packs lying around.
 

Mar

Banned
Feb 12, 2009
607
63
this map leads to some really non convential games.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,870
2,977
cp_erosion_b70007.jpg

cp_erosion_b70010.jpg


Grass through the caps. Unblend that to destroy the sprites underneath the caps.
 

pekken

L1: Registered
May 5, 2008
33
7
This map is now very close to perfection! :)

a few small things u should check tho

* the timer should always go up to 10 minutes after capping a point.
* u sometimes get stuck when trying to walk down these ledges:
cp_erosion_b70006.jpg


cp_erosion_b70005.jpg


cp_erosion_b70004.jpg


cp_erosion_b70003.jpg


* and also sometimes when u walk UP here:
cp_erosion_b70007.jpg


* when walking here next to the wall u'll fall through the ground:
cp_erosion_b70002.jpg


* the fact that u can see cp 1 from cp 2 makes it very friendly for snipers and also makes both teams standing at each cp spamming rockets at eachother.
maybe add cover where the red is?
cp_erosion_b70001.jpg
 

Mar

Banned
Feb 12, 2009
607
63
For those beams, either
1. sink them into the ground some more
or
2. add some small player clips smaller then 18 hammer units so they act like stairs on all side.
or
3. Make a tiny ramp out of player clips on all sides.

And for cover, do you see the rock that is touching the bottom right corner of the red square? Maybe make that taller, it seems like that would provide long range cover, but still let short range people attack, therefor keeping the game play around the CP the same.
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
ok falling though the blue walkways has to be the texture... i think cuz it is letting me shoot though it...

that rock could be a little bigger at final