Blazewalk

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
Click for promotional website deal:



cp_blazewalk is a 5 control point map. I started this as my first map a few months ago, and have slowly been working on it and testing it on a private server since then. I've reached a point where I felt it was necessary to publicly release it, so here it is!
 
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honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
Yes, that's where I took the inspiration from. I lifted the supports from Viaduct, and I'm not sure if I should remake them, they just look really good in my opinion :p
 

Steff0o

L6: Sharp Member
May 31, 2009
295
132
looks good
only the floating bridge looks a little weird :p
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
Game day bump, I guess!

edit: based on the feedback I received in game, here's my planned changes at the moment:

- Add spawn time modifications
- Redo all the prop fade distances
- Add a route from the house with the stairs to the balcony to the tunnel/cave route, which should provide a very good flank and the opportunity to bypass the yard and the sentry completely
- Adjust some of the windows etc to create shorter lines of sight for optimisation reasons
- Remove the small health pack from the bridge. I originally planned for a train (like in Well) to go across the bridge about every 10 seconds, but I'm still not sure if that'd be a good idea
- Fix the capture zone on middle (could be capped from the corners)
- Redesign the first spawn so it becomes less cramped
 
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honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
Update! b3 is released!

05 Mar 10
- b3 released
- Spawn times adjusted
- New route added between house and tunnel, bypassing the yard
- Removed small health pack on bridge
- More optimisation - removed some windows and fences that created unnecessarily long sightlines
- Fixed cp3 being captured from the sides
- Redesigned the first spawn to give spawners more space and make it easier to exit through the top door
- Lots of minor clipping, texture and lighting improvements

Here are a couple of pictures to illustrate the bigger changes:

15y945g.jpg

New spawn

108bhiw.jpg


8x604y.jpg

New route


Now, here's a question for people who have tested it:

2r3cfaw.jpg


When you arrive at the middle point, most people take this route, as it has the health/ammo pack. Should the crates be moved inwards slightly, to block the long sight line used by snipers?

Any feedback is appreciated :)
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
b4 released:

- CP1 and lobby redesigned slightly. Added a one way door from the lobby and expanded it, to make it less square
- Lots of detailing on CP1 and other areas
- Changed the small door at the first spawn to a larger one
- Moved the crates on CP3 inwards a little bit to cut down the main sight-line
- More optimisation
- Small health added in the left house (next to the stairs leading to the balcony)
- More clipping, texture and lighting improvements

12686617230cpblazewalkb2cp1.jpg
 
Aug 10, 2009
1,240
399
Well, I'm hoping the following screens are relevant :)

1st screen - If you replace the leaning shipping crates with walkways, it will discourage snipers as they will be much more vulnerable to flanks.

3/5 screen - If you variate the rocks on the ceiling it can seem much more immersive. Also, I'm not particularly fond of that texture you used on the ceiling(the texture in general). I find the black lines to be blurry and take out the immersive feel, it's like someone tried to erase them but gave up half way ;)

EDIT: These are the b4 screens I'm looking at I guess, the 3/5th screenshot is the one you just posted above this :)

EDIT (again): 700 Posts :O :O :O :O
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
The latest screenshot definitely looks more interesting than dirty-concrete rooms usually do. Kind of makes me think of a factory floor.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
b5 released

- Added a 3D skybox
- Added a one way door (think Dustbowl) to the tunnel entrance at the yard. Should make flanking by both teams a bit easier
- Changed the lighting
- Added a rocket above CP1 for detail
- Fixed a case where some red players would spawn in blu's spawn
- More clipping, texture, soundscape and lighting improvements

New screenshots in the OP! Check them out!
 

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
this would be awesome in Koth. Very nice map and i love the theme.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
b6 released

I know I only released b5 yesterday, but I had to rush it for an event. So I added some stuff that I planned for b5.

- Added a new path to the balcony, from the diagonal house
- Changed the side of the stairs in the lobby
- Fixed some things in the skybox, and added the top half of the rockets
- Some small optimisation updates and clipping/texture fixes