Pacyfik

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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Pacyfik is a rather small 5-CP Push map set somewhere where RED has a dock and BLU arrives by ship and they fight and one team wins or it's a STALEMATE! and everyone loses. Yeah.

Note: last pic is obviously outdated, and I can't get it to go away. Just ignore it for now :D
 
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Seba

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Jun 9, 2009
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lol, thanks. I don't usually care for flamers, I just ignore them.

About the Sniper advantage, I tried to counter that by having a rather straight map with obstacles in the middle; the center CP is higher than the other ones, which should block most of the view to the other side. If that's not enough I will (try to) add fog and/or rain.
 

Seba

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Jun 9, 2009
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CP_Pacyfik_a1a released

The first public release of Pacyfik with the last Blu point! Who cares that it's a crappy pill-looking ship! Now Blu has a respawn point! And they can fight Red! And I have learned that nodraw does not go with chickenwire! Go me! I'll upload pics later tonight! Download it now! Ignore the lack of cubemaps and 3D skybox!
 

Seba

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Jun 9, 2009
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Due to general failure and to avoid jeers from others, CP_Pacyfik has been removed from the download page. I'm giving up on it for today, I hope to fix it during the week.
 

Seba

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CP_Pacyfik_A1A REreleased!

Now with cubemaps and Sniper protection!

Oh yeah, and current pics!

DOWNLOAD IT NAO!

[ame=http://forums.tf2maps.net/showthread.php?t=8073]Read the entire release[/ame]
 

Bockagon

L3: Member
Jul 15, 2009
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Pakrat is an absolute must when using custom models. Without it others get a big ERROR appear in its place. http://dl.getdropbox.com/u/1755771/don%27t%20delete/cp_pacyfik_a1a0000.jpg Also you need to build your cubemaps (as you can see in that picture as well). Just putting them in your map is not enough, you need to load up the map and type buildcubemaps in the console.

The map doesn't seem big enough. It may be spatially big enough but the area that the players will use (the areas with things in them that aren't just huge bodies of water) are way too small. There aren't enough paths to the points, sure players can just swim up to the point but only having 1 dry route to the points is never a good thing, especially for pyros. Just look at granary, it has 2 or 3 routes to every point. Also while the wildly places brushes look good aesthetically, I don't think they will play well. There needs to be A LOT more area for players to walk rather than swim.

Other details:
your spawn rooms need to be MUCH bigger. Players spawning inside of each other is never a good thing, and having spawn points inside of each other gives errors in the console.

the big door in the blu spawn doesn't open:http://dl.getdropbox.com/u/1755771/don%27t%20delete/cp_pacyfik_a1a0003.jpg

the big wooden door loops the door opening sound when it opens, which sounds really weird:http://dl.getdropbox.com/u/1755771/don%27t%20delete/cp_pacyfik_a1a0001.jpg

This map has a lot of potential. The water is an interesting concept, but players shouldn't have to depend so heavily on swimming in the water to get from place to place. Maybe make it like a big system of docks. Don't let this discourage you too, finish the map. Yeah there's a lot of work that has to be done to it but so what. Work on it, make it better.
 

Seba

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Jun 9, 2009
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Thanks, obso. I plan on adding more paths straight to the middle point, which will rise out of the water when a team caps the 2nd/4th CP.

I know I built cubemaps just before uploading the map; is there anything else I have to submit along with the .bsp itself, because I don't have the checkerboard texture show up?

I will resize the spawnrooms; currently I am having some problems with the playerspawns, as two days ago BLU spawned in the RED base, so something must still be wrong.

I must've set the sound to loop on accident; I'll fix it in the next release. I'll also remake the doors, which are an important part of the map (the original idea was for both points to open up when the middle was capped; this would vary gameplay a bit, and give the enemy team a choice of whether to cap the second point, opening a larger entrance, or whether to rush the final CP through a smaller door; need opinions on this).

Thanks for all the kind words and criticism, I'll make sure they go into consideration when editing it again, I've got too much school crap right now to take anything for serious. Remember that the BLU ship and the path leading up to it are definitely not final; I just needed something to use as a placeholder, the final will be much nicer. Oh, and I'll rename the readme as well ;)
 

Bockagon

L3: Member
Jul 15, 2009
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I know I built cubemaps just before uploading the map
it might be a problem with my computer then. I'm running a pretty crap machine (it was already low end when I got it 2 years ago).

Spawn points will tend to mess themselves up if there isn't enough space between them (16 units ought to do it), which is the main reason you need a bigger spawn.

And the door probably works (i haven't tried it) , I originally thought it was supposed to open when you walked up to it, i didn't realize it opened when the point was captured.
 

Mokagogo

L1: Registered
Jun 21, 2009
32
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At first I didn't really 'get' the idea of 'water = main feature', but putting it in a sort of docks setting actually makes a lot of sense, and if it doesn't kill the framerate to have all that water, it could be a lot of fun as well as visually really interesting. I'll have to check out this map's current incarnation :) Thanks for the comment on cp_airport_hall.

Moka
 
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Seba

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Jun 9, 2009
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A2 released, fer the bump.

EDIT: Forgot to update DL link, current one is up now.
 
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