CP Frozen

Fruity Snacks

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Sep 5, 2010
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Alright, so there was a small test, and I watched the demo, read feedback, looked at stats. I can't say for sure that this is the "final" layout of the first stage, but we'll see after tomorrow's gameday.

For those who will be playing cp_frozen_stage_a_a2....

What did you think of the flow?
could red defend, but blue still easily attack?
Did the map feel crowded?
How did you feel about the dropdown from reds spawn?
How did you feel about the Dynamic door?

Just a few questions I have before continueing on.

Like I said, if this test tomorrow goes well, I may start detailing this stage, and working on stage 2, which will NOT require a massive overhaul. I plan on basically making it so that its not a 90 degree turn to the point.
 

Sergis

L666: ])oo]v[
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Jul 22, 2009
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i feel about the dropdown the way that dislikes the point being spammable from the dropdown. even though its just a little corner of the cap area that is shootable, me no like.

i believe that it'd be better if changed like one of the variants in pic below

Untitled12.png
 

Fruity Snacks

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Okay, I can confidently say I like this version of stage 1 better than the old one.

There is only a few minor tweeks I will be making for the next version, but I think I'm going to start to detail this stage.

What I'll do:
Add 2 meds or 1 Full Ammo pack around point B for engies. It will probably be 2 meds spread out.
I will be clipping the windows so you can just run out them and not jump (sorry guys, forgot to do this for the current version!)
I will do something else that I just had in my head and forgot about.
Oh! I remember it now. I will make BLU's spawn no-built.
 

TheKieranator

L6: Sharp Member
Mar 6, 2011
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I regret to inform you that your demo will not contain much more than about 6 players in a small skirmish. Most people had bailed long before your map came up, and the lack of players does not reflect on the quality of your map in any way.

Now, to business. One thing that I noticed was a fade distance problem, as shown in these two screenshots:

2011-09-21_frozen_fade1.jpg

2011-09-frozen_fade2.jpg


Undoubtedly the texture error highlighted the models in question, making them easier to see/not see, and as such I cannot be sure how noticable the fade distance is under normal circumstances.

Additionally, certain Soldiers (specifically ])oo]v[ and Godslayer) managed to defy gravity thanks to the beam on the back of the main building by CP1:

2011-09-21_sneaky1.jpg

2011-09-21_sneaky2.jpg
 

Fruity Snacks

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Alright, as Kier pointed out, there wasn't much in the demo for me to use, so I'll ask here.

It seems that point 2 is now too hard to defend (which, I prefer at the moment. Rather it being too hard to attack). I see some feedback about making it hard for red to get a position to hold in. I could create some places for red to hold, but I'm specifically looking for WHERE you guys, the players, would think would be best.

What I'm thinking is maybe turning the rock into basically a panel, where you can hide a sentry, and making the upper route along the cliff accessible by red. Would an adjustment in cap times also help you think?

I really want to hear what you guys say about this, since due to internet issues with my apartment, I have been un-able to get into the test myself, so I am really relying on your feedback and demos. Hopefully the internet issue will be resolved soon and I can go back to playtesting.


Stage 1 detailing has started, and Rexy's Zinkenite Valley Video has given me some extra motivation to make it look good. -DAMN YOU REXY!-
 

Fruity Snacks

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My midnight astrophysics conference went well, in case anyone wanted to know.

But anyways, I watched the demo of this stage from last nights test and I just have a couple questions about red spawn. I want to give them another route out of spawn, but the best locations either are an exposed sightline, or a long walk, etc etc. So here are 2 ideas I had. (Yellow line signifies a door)

stage2_spawn1.jpg
This would take red to the current area it is in, then to underneath the little bridge there is on the side. a Ramp up to the shack's roof will be provided for height advantage

stage2_spawn2.jpg
This one keeps the current spawns, but adds a longer walk up to the upper side, coming out the the wood building I currently have, over looking spawn. Would provide for upper height advantage ( could get to shack's roof)

Another idea i had was to bring a spawn out to the little platform next to the point (not onto the point itself, but to the one with the stairs after the little bridge) this thought might have too much sniper dominance.

EDIT: I would like to note that the one I'm prefering to do is the first option, but I would like to hear others opinions.

I'm going to keep the version in test for a little while. I would like to eventually get the Win ratio of Blu to Red to 3:1, maybe 3:2
 
Last edited:

owly-oop

im birb
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Apr 14, 2009
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Neither of those options are good because the problem is that the playable area around the point is very small and restrictive for red. Their only option is to go under the big roof while blue has to grind through them.

From the perspective of the pictures, you have some space on the bottom and even more space on the top. use that space
 

Ezekel

L11: Posh Member
Dec 16, 2008
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the cp isnt centerpiecy enough :p

i disagree. the CP could be quite sufficiently centrepiecey down the road once the gameplay is sorted. the detailing can make it that way. e.g. a handy satelite dish, some consoles around the point... maybe a glass floor beneath the point revealing the top half of a nucleus doomsday machine.

personally i think that the point is in a healthier position now, gameplay wise. the structure just needs some fleshing out, though i've already told frozen what i think needs to be done in that regard.
 

Fruity Snacks

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e.g. a handy satelite dish, some consoles around the point... maybe a glass floor beneath the point revealing the top half of a nucleus doomsday machine.

Or a windmill...


Ezekel has been extremely helpful in providing some quick feedback, and was half the reason I put this CP in its current location.
 

Ezekel

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Dec 16, 2008
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Or a windmill...


Ezekel has been extremely helpful in providing some quick feedback, and was half the reason I put this CP in its current location.

so if it sucks you know why XD
 
Sep 1, 2009
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The problem I feel with the current cp is that a sneaky [insert class here] can ninja cap it without much problem simply by hiding in the corner that fathest away from the spawn's view.