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Medieval cp_riverfork Alpha 1

RE Beta 1 for playtesting!
Been a while - again!

Anyways, alpha 1 of the map is near being done. Just need to figure out some water lighting problems. Other than that, I think I've got a decent layout done.

I'll be posting another update sometime in the near future, along with some screenshots of the map!
OVERVIEW.jpg

MAP .jpg

MAP 2.jpg

MAP 3.jpg


And the spawn rooms:
BLU SPAWN.jpg

RED 1.jpg
Been a verrrryy long while...

As the title implies, I will do a whole redo of the map.

Reason being is 1) I'm in a new PC and did not backup any of the files, and 2) I was not entirely happy with how the map was in its last state. The major problem was OPTIMIZATION!

I also feel that I could rework the layout since many people held the same criticism (and a very valid one, at that) that the map was too flat. I used a lot of models to add flavor to the terrain instead of making use of displacements.

I'll redo the whole map and try to actually have my alphas playtested this time around.

Wish me luck!
UPDATE:

Addressed a lot of the critiques: Mainly the cap-in-seconds, the slopes, and the missing textures. Also added a slight visual cue near the cap A flank and a "bridge" to connect the left and right side.
Thanks for the playtest! I'll make sure to fix the map up a bit more so I can release it as finished! So far the most common issues are:
  • The slopes. When I made this map, I wanted to challenge myself by making an outdoors map. Admittedly I sucked at the terrain building part. I'll make sure to fix that.
  • The caps. More specifically, C cap. It's good to see the map get playtested so that I can figure out if the cap timing is too one-sided. Will fix that quickly.
  • The texture. Specifically the texture of the brush connecting the wires. The wires were added simply for aesthetic, the breaker box in the fort should actually spark when C cap locks again. Will change that texture though.

Other concerns:
  • A flank. Not noticeable so maybe I could add stuff there, but not sure what.
  • Map crashed? Not sure what to do with that tbh.
  • Rocks could've been displacements. I'd like to, but maybe in another map since I was actually following an irl location with the look of the play-area (of course made it tf2-styled).
  • Too flat. Well, yeah. I'll do one with more verticality in another map.

Overall, I'm pleased to here a lot of constructive criticism and will work on the major concerns! Thank you!
QUICK UPDATE:

Removed custom textures cause I couldn't figure out packing custom textures yet.
UPDATE:

Furnished spawn rooms for both teams, especially blue spawn rooms.
Screenshot 2023-11-21 095622.png

Screenshot 2023-11-21 095750.png


Polished capture points.
Screenshot 2023-11-21 095712.png

Screenshot 2023-11-21 095827.png

Screenshot 2023-11-21 095951.png


Polished the fort.
Screenshot 2023-11-21 095917.png


Updated top-view look of the map.
Screenshot 2023-11-21 100041.png


[NOTE: The map is pretty much done, I just need to have it tested first before finally wrapping it up as a finished work.]
UPDATE:

Made 3D skybox. Added more details and made functional red spawn room.
Screenshot 2023-11-17 184127.png

Screenshot 2023-11-17 184227.png

Screenshot 2023-11-17 184332.png

Screenshot 2023-11-17 184522.png
UPDATE:

Now added right side attackers' spawn and Capture Point B!
Screenshot 2023-10-03 213131.png


So far, the map looks like this when viewed from above:
Screenshot 2023-10-03 213000.png


Not sure where to place the Capture Point C - or if I should even add a 3rd capture point. Still need to figure that out.