CTF_Crossover2_B2

Paria

L5: Dapper Member
Dec 12, 2007
202
31
had a further look round the map and found a few oddities

this is me looking at the water from the red side, then when i move forwards slightly something wierd happens, (pic 1)(pic2)

there were a couple of prop boxes overlapping that made them flicker (im sure only other mappers will notice :)) (pic3)

and the gun cabinet seems to be lit very strangely from 1 side - giving off a purple colour, on the other side it looks fine,(pic4)

some minor comments i think would improve the level,

the lifts could do with some trim around the edges to make them stand out more, i literally ran over 1 not noticing it and got propelled through the roof, the covers above the ones that take you to the small huts are a really nice touch - proper james bond spy base style :d

the clocking card prop in the spawn could use a toolsblack behind it - if you jump up and down next to it youll see why :)

and i think the room inside the base could use an edge trim around the tiles to help identify the passage thats cut into the floor - just to make it stand out more,

i hope you dont mind all the "negative comments" but i really like the map and so i hope you appreciate the feedback :)
 

Scoobingsthe2nd

L4: Comfortable Member
Nov 11, 2007
170
0
That's great feedback! thanks :)

For the water I noticed that immediately but have no idea how to fix it. If you have any ideas I'm all ears heheh. That goes for the displacement seem in the water, and also why at the corner for some reason it stops being counted as "water" and you can see clearly. Any ideas i'm open to.

As for the rest of that thanks I'll definitely add the trim and stuff when I go to beta 4 for more detailing.

thanks for the great feedback :)
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
I had a quick runaround, its a good start but needs a bit of work.

I liked the the non-play-area detail, secret rooms/windows etc.
In general I felt it was a bit too cluttered and busy and in contrast some areas needed some work (rock walls, water entrance).
Theres many parts which are just too narrow and I got stuck on props/brushes, in particular the lift house.
The spawn rooms are extremely cramped and this could be a problem in the upper one for spam/spawn camping.
The intel room is a bit too tight and unless u can RJ/Sticky jump out its gonna be difficult to get out of the pit.

Optimization
I would suggest you use a func_occluder to hide models and max view distance property, see my post here:

http://tf2maps.net/showthread.php?p=10656#post10656

In your case models in the team bases should not be visible from the bridge area.


Heres some visual problems I saw...

I found the outside popped in and out of view for no reason.

ctf_crossover_b20000_resize.jpg

ctf_crossover_b20001_resize.jpg


Some brush works need tidying here
ctf_crossover_b20009_resize.jpg


Players are going to try and walk thru this gate :)

ctf_crossover_b20002_resize.jpg


This needs some heavy optimisation.

ctf_crossover_b20004_resize.jpg

ctf_crossover_b20005_resize.jpg

ctf_crossover_b20008_resize.jpg


Water changed as I move around
ctf_crossover_b20006_resize.jpg

ctf_crossover_b20007_resize.jpg
 

Scoobingsthe2nd

L4: Comfortable Member
Nov 11, 2007
170
0
Notice beta 3 is where the map gets optomized.

I noticed that thing with the cows after I released it. For some reason previous versions of the compile didn't do that and this one did. I have a fix for it though and it will be fixed in beta 3.

I know about the water, near as i can tell that's an engine problem :\

I've been doing playtests and try to make sure I'm there every time it gets played so I can find problem areas :) I'm finding new ones every day and they are getting fixed slowly :D

Believe it or not, so far no one has tried to run through that gate heheh. Even if they do though they'll get blocked and they'll figure it out fast no biggy :) I liken it to the railing in hydro. You try to jump over it at first but it takes you about 2 seconds to realize it's a barrier.

I'll work on that brush work :) I'm very bad at brushwork so I'm workin on it heheh.

Thanks for the feedback :) keep it up guys! :D
 

Pad See Ew

L1: Registered
Dec 1, 2007
7
0
Looking good! We will probably wait for b3 before we put it on our server, but good job.
 

Vilepickle

Banned
Oct 25, 2007
372
199
Check your waterlod entity and make sure the distance isn't too short.
 

The Drizzle

L1: Registered
Dec 19, 2007
11
0
Few things I noticed during game play

Engineer building gun and dispenser and tele in water way so that he can never drown and randomly fire for cloaked spys.

Now that issue led me to the second problem I found, but helped me out a ton.
Sticky bombs will stick to the gate of the water exit. When someone leaves the exit, the gates go doen but the stickies are still up on an invisable wall.

I feel both of these need to be fixed, or leave them as they are, but dont fix one and not the other. What do you guys think?
 

Scoobingsthe2nd

L4: Comfortable Member
Nov 11, 2007
170
0
Thanks vile

Drizzle, I'll say that I think an engineer sitting in the water firing for spys is probably wasting his time ;)

However, due to popular demand I'm probably going to be adding a air bubble down there, so they'll be easier to deal with. I can't add a no build down there because then the options of teleporters is out of the question.

The demo man problem is something that I'll probably need to deal with. I'm not sure why it's happening as stickies aren't supposed to stick to entities, but I'll try to figure it out.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Looks nice, would be nice to see some screens of the little key points in the map, the sentry bay that overlooks the flag 'courtyard'. The underwater tunnel, the secondary tunnels off of the brigde ends, are these all added? It would be awesome to see someone doing a close to 'perfect' port as i intend to give a shot at this map as well.
 

Capella

L1: Registered
Mar 25, 2008
1
0
Just ran the map, very nice map.

Found one possible bug. Playing as BLU, picked up the RED intel as the game clock was expiring (was for the 3rd cap of 5), captured the RED intel in overtime, the game clock extended 3 minutes, BLU was unable to pick up the RED intel again, it just sits on the RED desk slowly spinning as usual, but does not trigger as picked up. Kinda ends the game. Did not try to reproduce. Maybe this was a blip, but thought I should report it.

Capella
 

Scoobingsthe2nd

L4: Comfortable Member
Nov 11, 2007
170
0
I think it has something to do with me botching the sudden death timer. I fixed that in beta 3 so it should be completely fixed.

thanks for the heads up though :)
 

Kardinal

L1: Registered
Feb 25, 2008
5
0
Hey scoobs,

First, thanks for the attempt to port one of my favorite TFC maps!

is this available for download anywhere yet? I didn't see a link or anything. I'm hoping to check it out on my server and give some feedback.

If not, where is it being playtested these days?
 

Scoobingsthe2nd

L4: Comfortable Member
Nov 11, 2007
170
0
Yeah I posted earlier in this thread it's available at:

http://www.fpsbanana.com/maps/48537

Let me know what you think :)

Beta 3 will be out literally in the next couple of days. I've just been way too busy to do the final touches so when I have time here I'll get it done.

Thanks for your interest :)