Cliffsedge

cliffsedge b1

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
It's very linear at the moment, the blocks you have in the place of buildings actually need some paths inside them to offer alternative routes.
 

Gonfin

L2: Junior Member
Aug 29, 2009
98
4
there are several paths inside the "blocks", (they are hard to see in the photos)
i am also planning on hollowing out many of the blocks to create side rooms of the main paths

there is also a rather large area (between blu spawn and point 2) that i have yet to put things in
(pic 4)
 
Last edited:

Freyja

aa
Jul 31, 2009
2,994
5,813
Pic 3 is very, very, very open. You need more buildings there or at least something interesting, as well as cover, defence positions, etc.
 

Ghettobarney

L1: Registered
Jan 12, 2010
12
3
I like the concept if anything else, I'd like to see this make it to at least beta. Pic 3 is waaaaay too open, easy sniper spots. I'll download and try it in a bit.
 

Gonfin

L2: Junior Member
Aug 29, 2009
98
4
ill have an early alpha up either today or tmro.

for the first download ill post, wil have most of the buildings and side paths in.

i will also be posting some new pics in a little,

on a side note, any horizontal surface that is "stone" texutred, i dont plan on allowing people to get to
so their will either be more building, or cave celing, or a playerclip brush of some sort
 
Last edited:

Westerhound

L5: Dapper Member
Feb 5, 2009
248
104
The map is way too confusing and has too many houses, bridges etc., and too big sniperlines too. Im not sure which houses to remove access from without looking into it more. Youll have to change quite a lot I think

Read the chat in the images. Im in a hurry so cant give you more now.
linkey01
linkey02
linkey 02b (same place as 2, taunting in the dark area)
linkey 03
linkey 04 Just seems way too easy to flank RED using this path
Just throw a barrell or two into these places
linkey05
linkey 06
 

Gonfin

L2: Junior Member
Aug 29, 2009
98
4
The map is way too confusing and has too many houses, bridges etc., and too big sniperlines too. Im not sure which houses to remove access from without looking into it more. Youll have to change quite a lot I think

Read the chat in the images. Im in a hurry so cant give you more now.
linkey01
linkey02
linkey 02b (same place as 2, taunting in the dark area)
linkey 03
linkey 04 Just seems way too easy to flank RED using this path
Just throw a barrell or two into these places
linkey05
linkey 06

typing the comment and taking the screenshot in game is perfect thanks!

link 1) i will be adding signs (there are none at the moment)

link 2 a&b) thanks for pointing that area out, i did not realise it was that large and dark, it will be getting a smaller and brighter

link 3) that path is intended to be a high risk path, i will see how it gets used when ive done some actual game play testing (it may get split into 2 parts, or removed entirely)

link 4) good suggestion with the lowerable bridge, i knew that area needed something, and that sounds perfect
link 5 & 6) these two spots i was intending to wall off and fill with props, so yes, they should & will be filled.

thanks for your input! i greatly appreciate it
 

Flawless

L1: Registered
Apr 19, 2009
23
6
I tested it. It's filled with LOOOTS of minor bugs. You should andd some playerclips, and see if any brushes are overlapping or not covering all the places they should for example blu spawn you can jump there with red scout... Other than that looking good! just add more stuff there and there to make it nicer and cover long line of sights.
 

Gonfin

L2: Junior Member
Aug 29, 2009
98
4
I tested it. It's filled with LOOOTS of minor bugs. You should andd some playerclips, and see if any brushes are overlapping or not covering all the places they should for example blu spawn you can jump there with red scout... Other than that looking good! just add more stuff there and there to make it nicer and cover long line of sights.


yeah, the corner jump thing at blu spawn was because i was to lazy to fix it, and to lazy to enable cheats and noclip for testing, so i left it.
now its gone, and replaced by a glass box of doom, complete with custom poster (thanks Bi Polar Bear)

many of the buildings have been noclipped, and cover will be added when i get more into the detailing phase

(also, i will be posting a mo-betta version of the map tonight)
 

Gonfin

L2: Junior Member
Aug 29, 2009
98
4
just thought i would update everyone with whats going on:
Ive gotten some help with detailing from my good friend Ben2.
(one of his maps can be found here: pl_weapons_facility)

Im also expecting some custom textures, (cliffs&ground blend, building walls & floor)

And hopefully a custom helicopter model based off this helicopter ([ame="http://en.wikipedia.org/wiki/Ch37"]Wiki: CH-37 Mojave[/ame])
it fits the time frame for tf2 (late 50s- early 60s), and fits the style of the tech better than others of that time (or later)
My crappy stand in for it can be found in the a.8 version of Cliffsedge