[BETA] ctf_crackalley

Reanimated

L1: Registered
Oct 26, 2007
12
0
After a few weeks of work crack alley is finally ready for some beta testing. I am submitting it for this weekend's gameday so keep an eye out for it in the evening. It will also be on my clan's Chicago based server if you don't want to wait to check it out. The IP is 8.9.16.43:27015. Please post any feedback in this thread. Brutal criticism is encouraged as long as there is something constructive involved.

The changes from the alpha are too numerous to list, but here are the big ones:
-The map is a bit brighter as requested.
-Forward spawns added to apartment buildings. When either team captures the flag for the first time the spawns and resupply rooms are enabled
-"Secret" route to the intelligence which must be opened from inside your opponents base
-New props
-Basic optimization completed
-VVIS time reduce to 45 mins from ~20 hours, which will let me release updated versions in a more timely manner

Still to come:
-3d Skybox
-More props. Particularly outside, on the 3rd floor, and in the sewer
-Some sort of indicator that lets you know your forward spawn is active

Known Issues:
-Skybox looks weird in certain places due to the absence of 3d skybox
-Some props are "quick textured"
-There is an area portal in the sewer that you can drown in for some reason
-There may be some "wild" pixels scattered about due to compiling with -notjuncs (Still have a lot of detail to convert to props)
-There is a hall of mirrors effect on the 2nd floor of the blue base in the sniper nest. I'm not sure what is causing it. It looks like an areaportal leak but there aren't any in the compile log.


Screenshots: (next time i might remember to turn AA on)

ctf_crackalley_b10002.jpg


ctf_crackalley_b10003.jpg


ctf_crackalley_b10004.jpg


ctf_crackalley_b10006.jpg


ctf_crackalley_b10007.jpg


ctf_crackalley_b10008.jpg


ctf_crackalley_b10011.jpg
 
Last edited:

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
CrackAlley? :blink: As in the drug?

It does look very... urban.:w00t:
 

poopster101

L4: Comfortable Member
Jan 28, 2008
155
5
ooo i love the sparks coming from the conduit box

some of hte walkways look q;uite unsupported
and an overhead shot would be nice
to understand the layout
 

Koei

L4: Comfortable Member
Feb 23, 2008
186
4
Looks nice. Really a different atmosphere compared to most maps. But I really must ask: Am I really the only one that can't stand those brick textures (nothing against you, more against valve :p. The bases in well make me puke, esp the red one :p) ? Try to mix in some concrete stuff or something :).
 

Reanimated

L1: Registered
Oct 26, 2007
12
0
Here are some extra screenshots of the hallway and layout as requested. It won't prevent you from getting lost tonight though ;) The intelligence end probably could use a few more supports in that particular stretch of hallway, but I'm already over the func_detail limit (well too many t-juncs anyway) and I'm at 95.5% capacity for brushes. I'm planning to use the rest for a 3d skybox. If I have room after converting some more func_details to props I'll add some supports.

ctf_crackalley_b10021.jpg



ctf_crackalley_b10022.jpg



ctf_crackalley_b10023.jpg
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
ok just finished the gameday on it,

things that would definitely improve it - some of the rooms/ corridors are incredibly small - example the room near the spawn with a desk in it, you have to do an awkward jump to get the health packs, it doesnt lead to flowing gameplay,

the metal staircases on the outside of the buildings - i thought they were too windy and awkard to use - especially with a fast class i felt like i was gonna give myself motion sickness going up them.

i can't say for sure i really learnt the layout after 30 mins , i got a rough idea of the main path through the middle and on top of the building, but i occasionaly took a side route , found a new building had a look round and found it didnt really lead to anywhere important, its rare but i think you may have too many options and routes to each base, i dont think we had a full server at the time but the travel time to reach some action seemed slow (probably because players were dispersed over the map)- the point im trying to make is there wasnt that feeling of territorial control like for example 2 fort where you can effectively control the midfield, and start a big assault on the base.


the view for snipers may be a little too long, i briefly tried the sniper and found i had several oppurtunities to make shots when the red dot was probably bigger than the players head - i.e a long distance away. also i felt the snipers probably had too many choices for positions windows /roofs from the other side of the base etc, certianly there needs to be some appealing areas for all classes but i felt with the multitude of options areas it might be a little too appealing to play a sniper :D

its certainly a fresh approach with the buildings and the style you have chosen reminded me of kingpin life of crime especially with the crackalley naming :d

thats the first time i've played the map though so i could be waaay off :D