CP mine

tritu

L1: Registered
Jul 5, 2012
8
0
Welcome to the mine!!!!

In this coal mines we gather coal... but we also gather gold!!!
If you like mines... this is your map. It has got 5 control points distrubuted all over the mine.
However, this is an old mine and it could be dangerous... Play in it under your own risk....

------------------------------------

Please, If you find any bug, tell me please and I'll fix it as soon as I can.
 
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phi

aa
Nov 6, 2011
832
1,815
I have a tingling sensation that this name has been used before due to the simplicity of it; however this could be false and you may be lucky to have such a good name.

Otherwise, some of the points look a little cramped but the theme is alright.
 

MajorGray

L1: Registered
Jun 24, 2012
12
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What do you mean ??

I think the reference was to the mildly confusing layout of the 5 CPs at the bottom of the HUD. (Although all the screenshots have been reshot without the HUD.) It's not very clear as to how it's supposed to work...
 

tritu

L1: Registered
Jul 5, 2012
8
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I think the reference was to the mildly confusing layout of the 5 CPs at the bottom of the HUD. (Although all the screenshots have been reshot without the HUD.) It's not very clear as to how it's supposed to work...

Ye... I uploaded the screenshots without the hud and weapons, I think it's better in this way.

Do you think I should put all the CPs in the same line in the hud ?? Is it clearer ?
 

MajorGray

L1: Registered
Jun 24, 2012
12
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Ye... I uploaded the screenshots without the hud and weapons, I think it's better in this way.

Do you think I should put all the CPs in the same line in the hud ?? Is it clearer ?

How does this map work? You make it sound in the description like a standard CP5, but the HUD would suggest otherwise.
 

tritu

L1: Registered
Jul 5, 2012
8
0
How does this map work? You make it sound in the description like a standard CP5, but the HUD would suggest otherwise.

It is a standard CP5... So I changed the hud... Now all the CPs are displayed in the same line like standard CP5.
I'll upload the new version tomorrow... I'm fixing some more bugs.

Thanks.
 

phi

aa
Nov 6, 2011
832
1,815
it could be dangerous... Play in it under your own risk....
Surely it was just a coincidence that when I loaded this map in TF2 I crashed and blue-screened?
If someone else can download the map and verify that it was just me (or it was actually the map) I'd be thankful.
You might want to check your map for anything that might crash a lower-end computer.

(or maybe it's because I need a new CPU that isn't years old)
 

tritu

L1: Registered
Jul 5, 2012
8
0
Surely it was just a coincidence that when I loaded this map in TF2 I crashed and blue-screened?
If someone else can download the map and verify that it was just me (or it was actually the map) I'd be thankful.
You might want to check your map for anything that might crash a lower-end computer.

(or maybe it's because I need a new CPU that isn't years old)

I can run this map properly.
However, I'll check it tomorrow and I'm going to look for a solution, and please, If anyone more can try it , do it.
What computer are you using ? Did you try with others maps ?
Is the first time you get this blue screen ? I got this some time ago and It was caused to the RAM memory, I had different memory modules in each memory slot.
 
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phi

aa
Nov 6, 2011
832
1,815
I can run this map properly.
However, I'll check it tomorrow and I'm going to look for a solution, and please, If anyone more can try it , do it.
What computer are you using ? Did you try with others maps ?
Is the first time you get this blue screen ? I got this some time ago and It was caused to the RAM memory, I had different memory modules in each memory slot.
Actually I just uninstalled a program I had just installed and the map ran fine.
User error on my side. My bad.

Anyway,
Overall, the map looks nice but feels cramped and fairly dark.
I'd suggest things:
1) Brighten up the whole map a bit, nobody likes not being able to see enemies. This isn't a very big deal because lighting is okay in some corridors but bad in others.
2) Widen the corridors and doors a bit. Especially towards the last point, as this map feels very claustrophobic and close-combat classes would dominate on this map.
3) Add a flank or two heading towards the last point. Last (from what I can tell) only has 1 entrance/exit and this would be impossibls to push into without something like 3 übers.
4) Make some of the rooms taller, as height is a very important element to have in a map.
5) Add arrows and directional overlays to guide players to the right points.

I actually like the aesthetics of this map; I really want this to go somewhere since I've never seen a map using this exact theme. Think about my suggestions and hopefully others'.
 

tritu

L1: Registered
Jul 5, 2012
8
0
Actually I just uninstalled a program I had just installed and the map ran fine.
User error on my side. My bad.

Anyway,
Overall, the map looks nice but feels cramped and fairly dark.
I'd suggest things:
1) Brighten up the whole map a bit, nobody likes not being able to see enemies. This isn't a very big deal because lighting is okay in some corridors but bad in others.
2) Widen the corridors and doors a bit. Especially towards the last point, as this map feels very claustrophobic and close-combat classes would dominate on this map.
3) Add a flank or two heading towards the last point. Last (from what I can tell) only has 1 entrance/exit and this would be impossibls to push into without something like 3 übers.
4) Make some of the rooms taller, as height is a very important element to have in a map.
5) Add arrows and directional overlays to guide players to the right points.

I actually like the aesthetics of this map; I really want this to go somewhere since I've never seen a map using this exact theme. Think about my suggestions and hopefully others'.

I'm glad the map worked fine =)

Thank you for your suggestions, I'm going to take them in account and I'll try to fix these problems.
 

tritu

L1: Registered
Jul 5, 2012
8
0
06/07/2012 - b1

>Fixed bugs with some static props.
>Added some obserber points.
>Changed HUD style, now all the CPs are displayed in the same line.
>Fixed some terrain bugs.
>The lighting was improved ( fixed some strange dark zones caused by spot lights).
>>Added more lights.
>Added CPs signs for both teams.
>Some doors are bigger now.
>Some corridors are a little bit wider.
 
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tritu

L1: Registered
Jul 5, 2012
8
0
Another update in the same day :O

06/07/2012 - b2

>Increased the height of the last CP room.
>Added some ammo and health packs.
>Modified the terrain in the last CP room.
>Added a new corridor between the last CP and the 4th CP ( in both teams).
>Changed the lighting color and the brightness of the lights.

I hope ,with that changes, the map will be easy to play and It will be less cramped.

EDIT: What do you think about connecting the BLU 2th CP with the RED 2th CP ??
 
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