[release] Cp_broma_b4

CoKie

L1: Registered
Mar 15, 2008
5
0
hi guys,

today ive finished beta4 of my actual mapping project called "cp_broma".

>>download<<


please bring me feedback!
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info@cokielores.net
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greets!
CoKie


screenshots:

cp_broma_b405.jpg.jpg


cp_broma_b402.jpg.jpg


cp_broma_b403.jpg.jpg


cp_broma_b404.jpg.jpg


cp_broma_b401.jpg.jpg


cp_broma_b406.jpg.jpg
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
wow, looks amazing
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
uploading to my server to give it a run through, seems your having a horrible time balancing the cap points - judging by the changes to the layout i see in each release :)
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
you're lighting looks really uneven, are you using a light_environment or a whole load of light entities?
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
Looks great man! Lighting does appear to be inconsistent, but overall great effort!
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
This is one of the few maps I've downloaded to test on my own to see how it looked.
Looks very very good imho!
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
ok just played it on a 24 man server - and it stayed full till the end so there is nothing glaringly bad :)

The few points the people raised - the main complaint was the area after point B - the main route leads you directly past the red respawn - blue engys seemed to like B as a spot for safe telporters so there was a constant flow of players fighting outside and around the red spawn - even if trying to get to c from there you end up spawn camping the red team :) - in the end i went engy and set up a new position to actually make a few players attack from a different angle :) - but really if you look at gravelpit - if you are outside the red spawn - either you are intentionally trying to spawn camp - or you are there for a quick blow up teleporter entrance spree :)

At point A the building to the far side of the inclined hill - start of the blu attack zone - is never used - in 4 games i never saw 1 player even come close to going in there - the quickest route to A up the ramp was the only way any player took - if you want the building used maybe shift the large healthpack over to there to give some incentive to go there.

Inside the mine tunnels there is 1 doorway with something wrong going on it - it almosts feels as though you have bumped into a spy - is there some playerclip in there that blocking the path ?

and point C seemed to be ok - apart from the constant flow of players that were coming from B and fighitng near the spawn, theres a couple of areas at C that soldiers can acesss - the roofs of the pointy building - and the pipes on the sides - not sure if the pipes are as you desired but its a pretty imba position once your up there :)

overall though we had some really good games on there - i think we held of 1 attack losing 1 cap zone only, and the last game ended up in an overtime which went on for about 40 seconds with blu eventaully winning - so it made for some pretty good gaming :)
 

CoKie

L1: Registered
Mar 15, 2008
5
0
first, thanks for your replys and feeedback!

you're lighting looks really uneven, are you using a light_environment or a whole load of light entities?

>>its a mix of every known (to me) lightsource available, an light environment for the basic lightning is in there, indeed. beta5 will have a bit less afternoon atmosphere

..judging by the changes to the layout i see in each release :)

thats right, the balancing is like walking a tightrope, for beta5, i got some minor changes planned that could change the whole gameplay, so its a bit experimental but the final result is what counts i think :)

The few points the people raised - the main complaint was the area after point B - the main route leads you directly past the red respawn - blue engys seemed to like B as a spot for safe telporters so there was a constant flow of players fighting outside and around the red spawn - even if trying to get to c from there you end up spawn camping the red team :) - in the end i went engy and set up a new position to actually make a few players attack from a different angle :)

for beta5 im just enforcing a relocation of the hotspot between the route from b to c, further what im planning should prevent from spawnkilling at spawnroom team red, i hope practice is like theory..

At point A the building to the far side of the inclined hill - start of the blu attack zone - is never used - in 4 games i never saw 1 player even come close to going in there - the quickest route to A up the ramp was the only way any player took
this occurence didnt attract my attention yet, i will work on this for beta5.

Inside the mine tunnels there is 1 doorway with something wrong going on it - it almosts feels as though you have bumped into a spy - is there some playerclip in there that blocking the path ?
it is the displacement that was buggy there, its fixed till beta5

..theres a couple of areas at C that soldiers can acesss - the roofs of the pointy building - and the pipes on the sides - not sure if the pipes are as you desired but its a pretty imba position once your up there :)
seems to cry for more playerclips! :closedeyes: :)
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
This really looks like Valve quality. I'll download and give it a run. The only thing that stands out is in the first pic; those 2 gray pipes on the right end in mid-air w/out connecting to anything. I love how you can easily distinguish the segments of each building. I always have trouble with that, and it's the aspect I admire most from the Valve maps. Very good work m8 :)
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
Looks good; you might consider playtesting b4 for Gamenight this April 5-6. Go here for more information.

Also, you've pseudo-implemented an idea I had for my contest map. Argh!
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
Very good layout and design. There might be too much health pickups though. Maybe use the medium pickups more instead of the full ones?