CP process

evanonline

L420: High Member
Mar 15, 2009
485
273
Oh my gosh, I really, really like this map. I went over it by myself to take a look at it and I found a few tiny gripes.

http://steamcommunity.com/id/evang7/screenshot/576671718685580936?tab=public

It looks as if you can get up here, but I don't think you can. I would put something, ANYTHING even vaguely obstructive-looking in that gap between the crates and the wall, because it looks like an accessible area.

http://steamcommunity.com/id/evang7/screenshot/576671718685638407?tab=public

I would put a directional sign in one of the two places you can see bullet decals in, or maybe even both. When I first came through this area, I thought it was a dead end!

http://steamcommunity.com/id/evang7/screenshot/576671718685578895?tab=public

I would put some playerclipping over the pillars/bumpy things/whatever on the wall. Make it so if you walk into these, the player slides around them instead of just stopping. Take a look at other wall beams, trusses etc. in official maps and see how they're clipped to get an idea of what I'm talking about.

Other than that this is a really impressive map, I love the Gorge theming and it has a nice flow to it once you know the layout. Definitely a fan of this.
 
Last edited:
Aug 23, 2008
404
380
Thanks a lot for the feedback! Yah, a sign there should help. The changes to that room were really quick and dirty, but something on top should be nice.
 

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
http://dl.dropbox.com/u/1641307/Maps/Feedback/process/cp_process_b10023.jpg
I really like the brushwork around the many supports around the map.

http://dl.dropbox.com/u/1641307/Maps/Feedback/process/cp_process_b10024.jpg'
This wall seems to thin to hold such a vast amount of water.

http://dl.dropbox.com/u/1641307/Maps/Feedback/process/cp_process_b10025.jpg
Around here there seems to be a very, very loud waterfall soundscape, no idea what exactly is going on though.

http://dl.dropbox.com/u/1641307/Maps/Feedback/process/cp_process_b10026.jpg
A hole!

http://dl.dropbox.com/u/1641307/Maps/Feedback/process/cp_process_b10027.jpg
These two pipes could use some more detail or difference textures. It looks too bland right now.

http://dl.dropbox.com/u/1641307/Maps/Feedback/process/cp_process_b10028.jpg
This wall seems much too thing to be made from bricks. Maybe make it thicker or out of wood (thought that wouldn't stick with the theme much).

http://dl.dropbox.com/u/1641307/Maps/Feedback/process/cp_process_b10029.jpg
http://dl.dropbox.com/u/1641307/Maps/Feedback/process/cp_process_b10032.jpg
These respawn rooms are very small and unimaginative. There is room behind them, maybe expand or give it some glass windows with fancy things behind them?

http://dl.dropbox.com/u/1641307/Maps/Feedback/process/cp_process_b10030.jpg
http://dl.dropbox.com/u/1641307/Maps/Feedback/process/cp_process_b10031.jpg

These walls are a bit too empty. You could add some pipes to break it up a bit.

I really liked the look of the last CP, but it in some parts it's a bit too much like a copy of Gorge.
 
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Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
I don't have too many constructive things to say. All i DO have to say is that I love this map. I have not played nearly all the entries, but out of the ones I have played, this is by far my favorite. I have no idea why, but I really like it. The end.
 
Aug 23, 2008
404
380
b2!

Changes:

- Changed layout around choke at second a bit. Added a platform, and extended the ledge to the sewer entrance.
- Opened up sewer a bit, removed the handrail, added water.
- Moved ammo packs at mid, small ammo on back of cargo container.
- Put pipes back at last.
- Moved some of the props around in the storage room choke.
 
Aug 23, 2008
404
380
b4 is out.

-reverted the ledge at second near the choke. Snipers can cover half the middle area from there.
-Added a room on top of the area above final point. Hoping to stop people from camping there or using it as a ridiculous height advantage.
-Changed the position for the second flank entrance to mid. Made it much more central and therefore easier to use.
-Made the roof above the forward spawn unclipped.
 

Schrikvis

L1: Registered
Aug 3, 2011
37
11
...wait, this is a10?
Continue, release, valve, contribute, sponsoring, money.

q_p derpety
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Bumping from the deeps for the congratulations of making it into the next official update.