Solar

Sel

Banned
Feb 18, 2009
1,239
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My contest entry, and a very quick block out at that.

Looking forward to experimenting with the flag area.

I also intend to rip off halo ctf entirely at a later date!
 
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StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Those shadows look quite dark. Maybe up the ambient brightness in the light_environment?

It certainly look interesting but having the intel so low down might promote spam into the pit either defensive or offensive.
 

Bslashingu

L2: Junior Member
Jan 29, 2009
53
11
Would you happen to have a leak? That'll cause some really dark shadows.
 

Sel

Banned
Feb 18, 2009
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Looks great for an early blockout, reminds me of old games though :)

It's loosely based off of a UT2004 level, which was easily my favourite ctf level of all time. (Concentrate)

Those shadows look quite dark. Maybe up the ambient brightness in the light_environment?

It certainly look interesting but having the intel so low down might promote spam into the pit either defensive or offensive.

Maybe, playtesting will tell.

Would you happen to have a leak? That'll cause some really dark shadows.

Not according to the compile log.

Speaking of solar... shit be dark. The environment gallery by Acegikmo is crazy helpful for slapping in a quick, good standard environment.

Haw Haw nice pun :p

I'll take a look at that sometime, thanks.
 

no means nomad

L1: Registered
Dec 23, 2008
33
11
Like the flag room, center and lower path seem a little dull. Pretty much zero vertical play n the center right now it seems like.
 

Sel

Banned
Feb 18, 2009
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Like the flag room, center and lower path seem a little dull. Pretty much zero vertical play n the center right now it seems like.

I agree. Gonna make that better later on, first though I'd like to find out how the capture areas play out or whether I should scrap everything and start over.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
So tell me, does anyone know how well source can do normal maps, or am I wasting my time doing sub-d work in this game?

conduitwip.png
 
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Sel

Banned
Feb 18, 2009
1,239
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A2 Has been released, check the first post for details and updated screenshots
 

Caliostro

L6: Sharp Member
Jul 6, 2009
261
110
First issue is that it's way too dark. Way, WAY, too dark. Half the time I couldn't tell whose team people were on till they shots were traded (and half the times neither could they apparently).

That said, my biggest problem with this map is the "intel room"... Which isn't so much a "room" as it is a massive death pit.

Generally speaking, placing the intel on the bottom of a room with ledges overlooking it is bad... Forcing anyone to climb back up with the intel, with the very likely possibility of them falling lower is downright sadistic.

The intel area feels unnecessarily huge for what it is (or, specifically, for what it isn't). It's basically a big, open and "undefined" death pit, which quite honestly needs a redo. The middle seems fine enough though. So just focus on remaking the intel area IMO.

Goodluck.
 

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
It was much to large. You'd treck acros the map fighting all the way, then you'd die in the middle and start over again. There wasn't an easy way to get rid of the sentries in the big pit of an intel room and you could barely get away with the intel.

In the light_env ADD AMBIENT LIGHT. It was nearly impossible to tell the teams apart I'm the grey shadow. Perhaps rotating the map a bit so that the shadow wasn't over the red side.

The size of some of the areas was unnecessary.

CUBEMAPS! There is no excuse except for laziness! Just slap down some env_cubemaps!

Func_respawnroom is a NECESSITY! It blocks building in the spawn and makes it so you don't die when you try to change classes.

Respawn times were painful. You'd take out a sentry gun and not even be able to get back before they'd gotten another lvl 3!
 

sniprpenguin

L6: Sharp Member
Mar 14, 2008
266
258
Aside from the things stated above, I'd just like to say that condensing the map vertical-wise would help, especially if you plan on keep your flag room in the same layout.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
It was much to large. You'd treck acros the map fighting all the way, then you'd die in the middle and start over again. There wasn't an easy way to get rid of the sentries in the big pit of an intel room and you could barely get away with the intel.

In the light_env ADD AMBIENT LIGHT. It was nearly impossible to tell the teams apart I'm the grey shadow. Perhaps rotating the map a bit so that the shadow wasn't over the red side.

The size of some of the areas was unnecessary.

CUBEMAPS! There is no excuse except for laziness! Just slap down some env_cubemaps!

Func_respawnroom is a NECESSITY! It blocks building in the spawn and makes it so you don't die when you try to change classes.

Respawn times were painful. You'd take out a sentry gun and not even be able to get back before they'd gotten another lvl 3!

The cubemaps and respawnrooms were there, but visgrouped out when I compiled, no clue why :S

As for respawn times, I'm not quite sure as to how to alter those, so I guess I'll do some digging and find out.