Luna

Da_Man

L4: Comfortable Member
Aug 23, 2009
173
39
Alpha 3 is out now, with non-retarded doors!

After five-and-some-odd-weeks, my first map. As you can no doubt tell from the screenshots, it's on the moon. Beyond that, not a whole lot of back story. Proably get to that later, but for now. That is it.

Thanks to:
Boojum and his awesome prop library.
Acumen and his lights and lamps compilation.
Rexy and his I-beam model pack.
Schmoe and his neutral big rocket.
The various dudes I grabbed prefabs from.
Thespectator for texturing and making the various custom models.
Thanks to everyone else who contributed and I forgot. If you want to be mentioned
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
You skipped an alpha.

Learn what constitutes a useful post by rereading our rules.

Please make sure you take careful notes.

Checking your recent posts shows that of the last 25 (I cant be bothered to check further) not a single one contains more than a line or two. This isn't a chat, this is a forum. If you can't fit useful opinions and reasoning in each post you shouldn't be posting.

You do not deserve to reach the 1000 post milestone, if you do you will be the only one with >1000 who does not hold my respect as a valued member of our community.
 
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emeraldscorpion

L1: Registered
Oct 22, 2009
38
0
The mapname is very similar to that of my own map, cp_lunar, except yours is koth. It's up to you whether you want to change your name or not, since I feel that since mine is cp and yours koth, the similar names won't make a difference. Other than that, I really like what you've done with your map here! Mine is less of a lunar base, and more of a space-station now, but you've really gotten the job done in that aspect, I think!
If I can make a quick suggestion though, perhaps remove the sheet-metal barriers in the fourth and fifth screen, and replace them with something more space-y?
 
Aug 10, 2009
1,240
399
Looks to have some big sightlines, and a lot of open area with fairly sparse cover. This could end up very favorable to engies, snipers, and most bullet classes, while unfavorable to their projectile-using counterparts.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
The mapname is very similar to that of my own map, cp_lunar, except yours is koth. It's up to you whether you want to change your name or not, since I feel that since mine is cp and yours koth, the similar names won't make a difference...



The problem resides in servers hosting different versions of the same map name (this causes issues with client's connecting to servers). so Lunar/Luna is technically acceptable, although i can understand one map author begrudging another over 'unoriginality'. Also, if the names are the same, people expect it to be a variation of the first map they experienced. Such as cp_badlands and arena_badlands.

One letter difference should be all it takes to distinguish a maps individual identity though.
 

emeraldscorpion

L1: Registered
Oct 22, 2009
38
0
One letter difference should be all it takes to distinguish a maps individual identity though.
That was my guess, which is why I left the decision up to da_man. I'm not planning on changing my map-name, but I wanted him to be aware of the similarity, just in case. :)
 

Da_Man

L4: Comfortable Member
Aug 23, 2009
173
39
I think it is fine, for now. I already changed it from koth_moonbase, and I don't want to change it now, but thanks for the heads up. Also, with the barriers, they are mostly placeholders now, I was going to replace them with something more space-y, I just haven't figured out what though.
 

Mexican Apple Thief

L3: Junior Member<br>LEAD FARMER
Aug 23, 2008
345
60
I suggest you check out ctf_moonbase for inspiration on the lunar theme.

EDIT: Oh it looks like you already know about it :p
 
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Da_Man

L4: Comfortable Member
Aug 23, 2009
173
39
Shameless update self bump.

I'll submit it for map testing next week. As far as I know, everything works fine except for the one door, which shouldn't be that much of a problem, and some detail issues in RED spawn.
 

Da_Man

L4: Comfortable Member
Aug 23, 2009
173
39
Sketches


This is a messy sketch for some of the changes, that have risen up. I'll go over some of the important ones.

1. The staircase in the back of the spawnroom will now be a dropdown into water, to make it a more viable alternate route.

2. Spawns will be moved closer towards the spawn, and there will be walls placed in the main area, to try and focus more attention towards the point an dmake it less "campy"

3. The wall which is in front of the soon-to-be-gone elevator is going to be completely removed, to make the point less campy.

4. The elevator is getting nixed, it didn't work out like I thought it would.

5. Also thinking about making a short route outside, but I am not sure it would add anything strategically besides focus attention away from the point.

EDIT: Also, shameless self bump, I thought I would get some advice from the last test.