Caldera

CP caldera test1a

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
well..i think the same..i dunno
 

Jindo

L3: Member
Aug 6, 2009
121
123
I didn't play enough of this to be able to give you any reasonable amount of feedback, but I can remember that whilst we rushed through most of the map relatively easily, we struggled with the last point.

There were several issues in-game which by now I've managed to forget but I know I pointed a few of them out to you; I wasn't entirely sure about the layout of the last area, individually the different pathways and details looked nice, but together it seemed slightly confusing: I found myself jumping off of Blu's path, over a metal fence and on to a Red Sentry on Red's Path, underneath all of this was lava, and the point was somewhere.

Screenshots would probably illustrate the confusion alot better, which I will provide as soon as I can.

Regardless of any problems I might or might not have had with the third stage, the majority of the map played out very nicely, I'll be taking a closer look at it at some point to provide you with some real feedback.
 

Wegason

L3: Member
Aug 16, 2009
147
64
Lightning looks perfectly natural for a lamp shining through an open staircase to me?

I'd agree, in fact I think the fact that the lighting and shadows is doing that is quite sweet.

I played this on gameday, I found the capture points to be quite balanced and even, evidenced by first time round capping all but the last but the second time round they couldn't cap the second point of stage one.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Littleedge,aware about clipping,thx. And yeah,I'll fix that fading prop

Jindo,if you saw lava that's the stage 3, we got lava only there at last cap. Thx for feedback and waiting for screenies)

Wegason, I hope they are, though we are preparing some layout changing for next version
 
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Jindo

L3: Member
Aug 6, 2009
121
123
Jindo,if you saw lava that's the stage 3, we got lava only there at last cap. Thx for feedback and waiting for screenies)

Yes, I know this, when I referred to the final stage I was really just focusing on the final point :).

I won't have time tonight to get screenies up but will definitely make it a priority tomorrow, keep up the good work!
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
2 more in-dev compare shots for you :D

7b6abefbda7b.jpg

dd5f8e6c2932.jpg

 
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Waif

L7: Fancy Member
Mar 22, 2009
412
125
haha you call that last comparison a dev/ detail shot? Theres not much difference ;)
Can hardly see any dev textures at all lol :p
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
littleedge, dats ok :D

waif,not a dev/detail
but rather last alpha/first beta
they are both detailed im just showing changes commin.

zanpa,wuuT?)
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Think hes talking about the cliff and how it has two textures :p
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
if he means a cliff with lighter\darker part thats just bad texture allign. already fixed :D
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Hey I played this a bit last night and had some impressions I wanted to share. I can't speak too well on balance because it seemed teams were stacked, as our team on offense rolled over the enemy team and then were able to stall them on the first cap of stage two (I think it was the first cap of stage two.) I do think that that point is two easy to defend though, because both routes to the point give the defending team a huge advantage, especially when there's a route from the very top that looks directly down over the enemy spawn. That small ledge should not be there, and should be blocked off or removed.

Also at the top of the very top of the balcony of the same point where the planks are you can get kind of stuck between the planks and the wall. I should probably take a pic to show you, but it's the one right next to the full health pack.

I liked point 2-2 I think it was, but the water below was kind of odd and didn't seem to function correctly for me (it kept bouncing me around whenever I entered it, very weird.) I like the faded computers, but there may be too many of them. I don't think it would hurt to spread them out to other walls in the area, and replace one or two walls with just regular walls or something. It seems like all the detail is focused on that one side and not balanced enough for that point.

And someone else mentioned this during the playtest but its really tough to tell different teams apart at the last point due to the lighting. I'm convinced that whole last area can be lain out better than it is now, it seemed to suffer compared to the rest of the map and probably needs to be reworked the most.

Some of the lighting is just wonky. Many lights are way too bright or placed too closely to walls and create huge ugly white spots - the lighting of the blue team's first resupply locker is horrible. I'm sure you're aware of this, but it's a very glaring (haha) visual problem right now.

I'm also unsure how the theme goes from alpine to volcano. I missed the transition somewhere, and it just didn't make much sense to me why it would be that way. Not that that's really an issue, I just didn't get it.

I'm sure there are probably other errors/things, but I don't remember too much. It was pretty fun overall, would have been better if the teams were a little even so I could actually comment on game play.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
thx man)

well..basicly i cant agree on point C (s2-cap1), as it used to play well all the time before, but well test it abit more. blu spawn will be abit reworked so basicly i think the main reason were not so even teams

about water on point 2-2,i know that,and ill fix) about computers..never thought about that,but ill try smth there

about F,yes,we are thinking on major changes

about lights,the same. tuning it right atm

thematic is a bigger issue. we got 3 absolutelly different layouts and themes for point C so far (for example) and all in different themes so we got confused on overall thematic. but now im making an enormous work over entire map to theme it up to smth stable. you can see some screenies on previous pages. simple but good example, we got 213 different textures in a16b and now in our intrnal version we got about 150.

overall,thx for feedback,we rly need as many as we can get here :D
 

Jindo

L3: Member
Aug 6, 2009
121
123
So, evidently, I didn't get time to do a single player fly-through and address the issues. Luckily, the map was being tested again today, so I tagged along and this time, I got screenies, and recorded a demo :).

I'm uploading the demo now, when it's up, let me know when you've downloaded it as I can't be keeping files of that size of my web server right now.

I'll also be preparing the screenshots and a hopefully useful overview of any issues I've spotted. But I will also say that despite the minor visual issues (and gameplay issues in the last area), the map looks absolutely amazing, especially the mountains around the main battle areas at the beginning, you've clearly put a lot of work in to this :)!
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
oh thx alot,overall map\bug review will be absolutelly amasing! next version wont be out soon but all bugs found and suggestions made are making release abit closer :D