1. Hey Guest, welcome to the new forums. Be sure to check out this thread to get all the information you need on the cool new stuff!
  2. If the download for the map you're looking at isn't here, try checking the archives over at: The Archived Forum

CP Glacier RC6

Acegkimo

  1. Acegikmo

    aa Acegikmo

    Messages:
    537
    Thanks Received:
    483
    cp_Glacier
    This is a triple point Attack/Defend map like cp_gravelpit.
    What I aim to do in cp_glacier, is to balance cap A and B, making them both equally defendable, as opposed to cp_gravelpit, where it's better for red to defend B.
     
    Last edited by a moderator: Jan 3, 2012
  2. DaBeatzProject

    aa DaBeatzProject

    Messages:
    1,234
    Thanks Received:
    1,086
    Ohhhh I've been waiting for this for a long time man :D It looks beautiful!
     
    Acegikmo thanked this.
  3. The Political Gamer

    aa The Political Gamer

    Messages:
    4,201
    Thanks Received:
    1,669
  4. Acegikmo

    aa Acegikmo

    Messages:
    537
    Thanks Received:
    483
    It's not even detailed yet, but thanks!
     
  5. Shmitz

    aa Shmitz Old Hat

    Messages:
    1,106
    Thanks Received:
    739
    Hey hey! Glad to see this come around again.
     
    Acegikmo thanked this.
  6. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

    Messages:
    351
    Thanks Received:
    173
    I have been drooling and eagerly EAGERLY waiting to get my paws on this one! I'll be sure to give it a run through as soon as possible, AWESOME work so far with the textures though!
     
    Acegikmo thanked this.
  7. DaFatCat

    DaFatCat L3: Member

    Messages:
    129
    Thanks Received:
    11
    Wow this is amazing! While it still needs some more detail, the textures and layout are awesomesauce!
     
    Acegikmo thanked this.
  8. The Political Gamer

    aa The Political Gamer

    Messages:
    4,201
    Thanks Received:
    1,669
    This map keeps getting better and better. However there are some things that need to be fixed.

    1. This pit is kinda odd in the middle of the spawn room, stairways on the right and left side could work as a nice replacement.
    [​IMG]

    2. I was looking at a scout that had killed a sniper and the sniper fell trough the wall! D:
    [​IMG]

    3. I am pretty sure I should not be here.
    [​IMG]
    [​IMG]

    That is all I could find so far, I will report back if I find more. :thumbup1:
     
    Acegikmo thanked this.
  9. Acegikmo

    aa Acegikmo

    Messages:
    537
    Thanks Received:
    483
    Thanks!
    I don't think that those places at the blue spawn will make a gameplay difference. I might aswell leave it there so people can entertain themselves during setup.
    And I'll look into the fall through ice issue, I saw it myself too.
    The hole is there to only allow one-way access, which is down.
    Not sure how to do that using stairs unless I add a one-way gate.

    It's an alpha version map. It's not supposed to be detailed right now :)
     
    Last edited: Jun 28, 2009
  10. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

    Messages:
    351
    Thanks Received:
    173
    I very much enjoyed walking around it... but unfortunately just from the walk around I have some comments that, to me, are very important.

    1) Overall the theme is FANTASTIC, but several of the pathways between areas are far too small. Specifically the right B-C path (from B). Overall the size seems a little on the large side and needs to be broken up, which leads me to...

    2) Point B. It's beautiful, works very well with the theme... but the pits of doom are absolutely map-ruining. I died four times just jumping around B while alone in the server trying to navigate. I can't help but think that it will get very frustrating for people in actual games, much less competitive play (which I very much think this has a shot at). To remedy, I'd say that you should replace *most* of the holes with rocks. Yes, rocks. Pull a furnace and drop rocks wherever the hell you need to just to block sightlines and in your case plug holes (<33 Youme :D). Replacing the ice-holes with rocks will both bring the map a tighter feel but also allow for more interesting vertical play...

    That said, leaving the death-pit-water-stuff around the edges and in maybe one or two obvious places is just fine... as long as there's signage of some sort. ^_^

    3) OMG the theme is AMAZING. The only thing that seemed to not read well was C with all of its odd architecture... I love the ice cave idea but you need to seriously think about how the structures would be in nature to make them make more sense... a lot of things lack logical supports and have sharp angles, which is very out of place in nature IMO. Also, maybe add *some* rocks and whatnot to the cave to liven it up a little and place some water somewhere in the bottom so that there's some "meltwater" to have it make sense.



    Overall I absolutely LOVE it. I can't wait to get into it on a full server, because honestly I think that this map has a TON of potential! >:3

    -FoXy
     
    Acegikmo thanked this.
  11. Fireman

    Fireman L3: Member

    Messages:
    143
    Thanks Received:
    59
    Did a quick runthrough, love what you did with the theme, and the rotating gears in the attacking spawn are great.

    Some quick comments:

    I fell into these rocks and got wedged between them and the wall, I could slowly slide out, but it was still annoying.

    [​IMG]

    I love the idea of the ice cave, but the transition from the outside areas to the interior is rather abrupt, and while the ice is interesting, it does feel a bit bland to look at all together. I'd suggest adding some structures on the interior to make it feel more secret base-y, and to add some variation from all of the ice textures.
     
  12. Acegikmo

    aa Acegikmo

    Messages:
    537
    Thanks Received:
    483
    I have planned to make the area where red spawns a bit more interesting and hi-tech. Another thing I thought of was to add a hole in the roof to let in sunlight.
    This would break a bit of the blandness and add some variation.
    The transitions from interior to ice are all abrupt since it's an alpha map. No point in detailing when you know you might have to change the area after the next playtest.
     
  13. Hanz

    aa Hanz Ravin' Rabbid

    Messages:
    823
    Thanks Received:
    457
    Woow, looks really cool, and nice textures! I will play it in the next hours if I have time, and I hope you will upload it for a gameday? Really want to play it with people!
     
  14. Phobos

    Phobos L3: Member

    Messages:
    131
    Thanks Received:
    48
    Ice ice baby

    The layout looks great, but that's the first impression without gameplay.

    I can't say that I'm too fond of the particle effect on the cp when blue captures a point. It's too gimmicky.
    But the color changing A/B signs on the other hand are an excellent idea! Just a little reminder, besides the HUD, where you have to go next.

    I get a drastic fps drop at B. Getting close to the ice formation halves my fps.

    And a little graphical thing in the tunnel from BLU spawn to B:
    [​IMG]

    Now if you could get a model of something extraordinary (Yeti, UFO, etc) frozen in ice, you could place it a C to explain what RED exactly wants there.

    Note to self: As a scout, don't stick head between rotating gears.
     
  15. Acegikmo

    aa Acegikmo

    Messages:
    537
    Thanks Received:
    483
    Yeah, I have planned to expand the right B-C path already :)
    It will be fine in Alpha 9.

    I don't know really.
    It pretty much only happens for people who haven't played the map before.

     
    kaplan thanked this.
  16. kaplan

    kaplan L1: Registered

    Messages:
    21
    Thanks Received:
    2
    We play tested this map a couple of times and it seems C is a bit too easy to defend for the Red team. The Blu team was unable to capture C both times we've played it so far. I think the issue is that the Red spawn is too close to C, unlike on Gravelpit, where the Red team has to cover some distance to get to the final CP.

    Our players thought the map was a bit big, but when I informed them that your goal was to have both A & B defended, they loved the idea.

    Thank you for creating a Gravelpit style map, and keep up the great work!
     
    Acegikmo thanked this.
  17. Acegikmo

    aa Acegikmo

    Messages:
    537
    Thanks Received:
    483
    Alpha 9 released :)
     
  18. StoneFrog

    StoneFrog L6: Sharp Member

    Messages:
    378
    Thanks Received:
    80
    Wow, this is really nice! If I may make a suggestion, you ought to play around with the color correction entity in order to help give the non-custom textures a bit more of a frosted feel.
     
  19. Acegikmo

    aa Acegikmo

    Messages:
    537
    Thanks Received:
    483
    I have tried doing that. The problem with CC is that it affects players aswell, which can be a bad thing.
     
  20. Jonah

    aa Jonah

    Messages:
    1,070
    Thanks Received:
    501
    Could you, by any chance, show me what's inside the vmt. file of that ice material?
    I have ice in my map and I'd like to have a shader like that...