Metalworks

CP metalworks B22

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
A lot of your walls/buildings are HUGE. This means there's a lack of ambient light hitting your outside areas, and also gives a sense of cluastraphobia.

I wouldn't really go above 1024 units high unless you really have to, or if it doesn't block sunlight.
 
Aug 23, 2008
404
380
A lot of your walls/buildings are HUGE. This means there's a lack of ambient light hitting your outside areas, and also gives a sense of cluastraphobia.

I wouldn't really go above 1024 units high unless you really have to, or if it doesn't block sunlight.

The map is actually going to be using the pipeline env settings, so the massive height is mostly to keep things in mind for the night time props and self lighting that I'm going to be doing. Lots of orange wall lights and street lamps, etc.
 

PlipPlop

L2: Junior Member
Nov 18, 2009
51
73
Looking great, Scorpio! Loved playing resonance so this is gonna be something to look forward to.
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
Never played resonance, but still looking forward to trying this.
 
Aug 23, 2008
404
380
A2 is out.

Changes from A1:

* Removed the ramp into second. Put some boxes to allow a scout to hop up.
* Changed the side building at 2. Now has rather larger stair room and more floor at the second level.
* Adjusted the ramp up to the second builiding. Now has more of a winding path and connects with the box area where you jump to window.
* Moved the ammo at middle to the point. Made them two smalls.
* Added some cover to last. Defenders get two small walls near the point and near the spawn.
* Lights throughout the map adjusted to make it easier to see.
 
Aug 23, 2008
404
380
Workin on detailing. Some screenshots of the new middle:

cp_revenant_a3wip1.jpg

cp_revenant_a3wip2.jpg

cp_revenant_a3wip3.jpg
 
Aug 23, 2008
404
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Yah, the buildings are a bit blocky right now. I'm really just trying to get the basic layout down, then I'll come backin and add some other structures up top to give the middle a bit more dynamic structuring.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Wow, Welcome back!
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I'm not really sure about the lily pads in the first screenshot, they look very out of place to me.
 
Aug 23, 2008
404
380
Bump for gameday feedback.

Going to be adjusting some of the sight lines at mid a bit, and adjusting some of the jumps and crouches. Any feedback on health/ammo placement?
 
Aug 23, 2008
404
380
B7 is out.

Changelog:

- Significant changes to last. Moved the point closer to the metal wall. Added a closing door, to cut down on lines of sight. Added an additional entrance to last. Changed the layout of the far entrance to last. Removed the bridge, making for a bit of a moat around the point.
- Moved the medium health pack at second. Added another medium below the point as well.
- Added a health pack for rollouts in the hallway between first and second.
- Removed some pipes at middle, added stairs.
- Put a hut entrance for middle buildings, to block sniper line of sight.
- Added playerclipping to roof sections for rocket jumps to middle.
 
Aug 23, 2008
404
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B8 is out. Lots of changes based of gameday aesthetic feedback. Also made some changes to last, expanding a it a bit.

Changelog:

- Increased the size of the last area. Was too small before, a scout could double jump right onto the point.
- Changed the position of the first forward spawns door, and turned it into a prop door so that it wouldn't slide through the windows.
- Moved the medium healthpacks at middle down to the floor of the building, and made the medium ammo a small.
- Moved a small ammo from the hut connector to the garage connector.
- Removed spytech props from the far side path to last, and added a small ammo pack.
- Removed clipping from the ceiling at the hallway near second. Also removed some vents and other stuff, making for smoother rjs on rollout.
- Lots of visual changes throughout the map.
 
Aug 23, 2008
404
380
B9 is out. Caved to pressure and ended up going with mirrored symmetry. The change was primarily at middle, where things are going to playout a bit differently i think, but it required quite a bit of tinkering around behind the scenes to get everything working right.