Glacier

CP Glacier RC6

zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
1,150
I know there is a time gap, but I lol'd:

ss20091213133928.png
 

Pc_Madness

L4: Comfortable Member
Aug 31, 2009
164
51
Am I the only one who finds the rock texture on the bridge at ..B a bit odd? I love it at A since it fits in with the buildings nicely, but it being used at B as well makes it feel less unique.

Just something I noticed going from RC to RC6.

Also a bit of light bleeding (is that the term?) at B.
setpos -2129.471436 -1826.031250 594.698425;setang 42.767982 -110.747543 0.000000


Beautiful looking map though. :)
 
Jan 31, 2008
555
1,482
Am I the only one who finds the rock texture on the bridge at ..B a bit odd? I love it at A since it fits in with the buildings nicely, but it being used at B as well makes it feel less unique.
Just something I noticed going from RC to RC6.
Also a bit of light bleeding (is that the term?) at B.
setpos -2129.471436 -1826.031250 594.698425;setang 42.767982 -110.747543 0.000000
Beautiful looking map though. :)

Thanks! It has now been fixed.

Could you release the snow/ice textures you used? Unless they already are...

Please? :) They're beautiful...

If Valve want to make glacier official, they will be released!
Otherwise I probably won't release them until glacier hits the final version, which is probably never going to happen.
 

UFO

L2: Junior Member
May 20, 2009
85
52
Actually, I was suprised by your map's new release. And I was suprised a bit there were no optimization improvements.
I thought this one and may be ctf_aurora were going to become official with incoming update as a part of christmas/winter theme update...
But I hope Valve won't miss such a good map :)
 

The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94
Valve already acknowledged this map...So I have faith in it becoming official.
 
Jan 31, 2008
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Actually, I was suprised by your map's new release. And I was suprised a bit there were no optimization improvements.

Rc7 will have some optimization improvements at C and B. However, these optimizations may be calcelled out by the visual upgrades I've added. Hopefully not!

I thought this one and may be ctf_aurora were going to become official with incoming update as a part of christmas/winter theme update...

So did I. They said they would try glacier last week, but they haven't mailed me back about it yet, neither have I heard from Mangy regarding aurora.
In fact, I started mailing them about glacier 5 months ago, without any response yet. In total, I've mailed about beta 1, rc2, rc3, rc5 and rc6 when they were released.
 

Tinker

aa
Oct 30, 2008
672
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I know you're probably not working on this much anymore, but there's two minor suggestions I have after playing rc6 for a while on a 24, normal respawn server:

- Increase the capture zone of point A to the entire platform the cap is located on. It's annoying to need to cluster in the middle of it while you kind of want to move around and look for enemies because the capzone itself is so small.

- Decrease the cap time of point B slightly. It's a very easily bombardable and very hazardous spot to stay, and people often tend to stray away from the cap itself because it doesn't feel safe (and it isn't). The rather long capture time for this point doesn't help alleviate that feeling.

Great work on this map, though, it plays and looks great!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
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Hi. You may remember me from the most recent comment on FPSBanana. I had one other thing I wanted to mention, but it was better I did so here, where there's plenty of room. The restroom doors — they're a clever little touch, but they stand out from the official textures pretty badly, due to (A) the use of the TF2 font and (B) the fact that restroom doors aren't supposed to have windows. I could describe what I think would look better but it was more fun to try to make it instead:

restroomdoor001.png
restroomdoor002.png


Yay for too much free time. I guess as long as I'm picking nits, the handles stand out too, since no other doors in the game have them, and aren't really necessary since most restroom doors (unfortunately) open inward.

Really looking forward to seeing this finished. Overall this map gives Valve a run for their money(ed mapmakers).
 
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TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
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Does anyone get mad at THIS MAN for making 7 Release Candidates?

Ahahah, sorry man, it's kinda funny. Map is cool.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Does anyone get mad at THIS MAN for making 7 Release Candidates?

Ahahah, sorry man, it's kinda funny. Map is cool.

He did create a new theme that Valve failed to credit him with. It takes more fine tuning than most maps.
 

ChickenLover

L2: Junior Member
Jun 28, 2008
95
19

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,867
2,977
Does anyone get mad at THIS MAN for making 7 Release Candidates?

Ahahah, sorry man, it's kinda funny. Map is cool.

Well Ace clearly knows what he's doing from the start.

Perfection takes lots of time, and then some.
 
Jan 31, 2008
555
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Just wanted to let you guys know that cp_glacier_a1's birthday is today :)

Time flies, doesn't it?
 
Sep 12, 2008
1,272
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Happy birthday to you,
Happy birthday to you!

Happy birthday dear glacier,
Happy birthday to you!

I'd like to know though, how many meters did the glacier melt since last year?




Get it? :D Global warming? :D :D :D
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Happy birthday to you,
Happy birthday to you!

Happy birthday dear glacier,
Happy birthday to you!

I'd like to know though, how many meters did the glacier melt since last year?




Get it? :D Global warming? :D :D :D

Six, unfortunately
 
Jan 31, 2008
555
1,482
I just got a mail from Valve, thought you guys might want to see it:

Hi joachim,
We were able to finally playtest cp_glacier today (I assume it was the newest version), here is some feedback I received from our level designers:

· Map is very large with long travel times to each cap point
· Confusing layout hard to figure out which point is which.
o Signage indicates direction to go but when arriving at the cap point it isn't clear which one you've arrived at.
o Lots of tunnels and passages.
o Cap points are hard to find in the first two capture areas, always tucked down and out of the way. A is reverse from the way you enter the zone. B is down below hidden away from view.
· Visuals
o The art feels disjointed, the snow doesn't blend well with the ice, feels jarring but it may be the shape of the ice instead. Pillars of ice with wood jutting out of it is odd, I wouldn't have expected that structure to exist.
o Buildings often have a mixture of textures that pulls your eye to the wrong spots. For example the Blue spawn building uses blue brick work and then a darker blue brick for support pillars.


From another designer:

"The theme is nice and clean and the spaces themselves had a good variety of geometry. I had a problem with the layout of the map though. By splitting the game between two points to start with (A and B), you promote dividing teams up and creating ‘wrong’ choices for players who know no better. For example, should red be in force at point A, a blue guy heads there and has no chance because his team mates are in B and is outnumbered. He wasn’t to know that however. The same thing goes for a guy on the red team. Because he doesn’t know which point is the ‘correct’ choice for him, he has a good chance that he’ll head to the wrong one.

The other issue I have with the layout is that when both A and B are captured, the blue team has to meander through A or B to get to C. They invariably choose different paths and can run into opposition before they even get to C from a lone scout or spy, which is frustrating. A linear route for blue to take to C would be better.

In general, fun spaces and a decent theme, but the layout lets it down for me."


Hope this is useful for you.

-dh
 

drp

aa
Oct 25, 2007
2,273
2,628
I just got a mail from Valve, thought you guys might want to see it:

The other issue I have with the layout is that when both A and B are captured, the blue team has to meander through A or B to get to C. They invariably choose different paths and can run into opposition before they even get to C from a lone scout or spy, which is frustrating. A linear route for blue to take to C would be better.

ummm. gravel pit anyone?