Assembly

Apr 19, 2009
4,460
1,722


Assembly(CTF)
(ctf_assembly_a22)

Gametype: Standard CTF
Players: 2-24 (32 max)
Author: Charles "The Political Gamer" Papanek
E-mail: thepoliticalgamer@gmail.com
Version: Alpha 22
Custom models used:
intel_point_base model
Author: Mark "Shmitz" Major
E-mail: shmitz@gmail.com
Version: 1.0.0

Changelog:

03/13/2010: A22
  • Added 2 new paths out of base
  • Added new upper paths at mid
  • Changed spawn time to 5-10sec

hl2%202010-03-13%2016-59-51-54.jpg

hl2%202010-03-13%2017-00-38-13.jpg


 
Last edited:

Sel

Banned
Feb 18, 2009
1,239
2,570
That's the most hideous looking crane I've ever seen.

and your two upward paths are completely devoid of cover.

Those tunnels however look like they may be an improvement though.
 
Jan 20, 2010
1,317
902
That's the most hideous looking crane I've ever seen.

Yes, because realistic = pretty.

I think they look neat, TPG. You told me they're a WIP, so I can't wait to see what they'll look like when they're finished. Only thing I'd say is add a crane operator box up towards the top.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Yes, because realistic = pretty.

I think they look neat, TPG. You told me they're a WIP, so I can't wait to see what they'll look like when they're finished. Only thing I'd say is add a crane operator box up towards the top.

You've gotta be blind, or just outright stupid if you think that looks good.

First of all it looks nothing like a crane, here let me give you some references since you seem to need them really desperately.

tower-crane12.jpg


13_26_56---Tower-Crane_web.jpg


It's missing several key features, of a crane for one, there's absolutely no support, and no way that it would be able to stay up by itself with that base either.

Finally, it shouldn't even be brushwork, a crane requires geometry far more complex than what you can make in hammer.

Jesus christ some of you people...
cripes.gif
 
Apr 19, 2009
4,460
1,722
In case you have to seen its an Alpha Map who cares if it looks like crap? All its there for is reference for when its replaced later by the model. That WILL look like real crane.

EDIT: Another thing; I did not feel like spending 3+ days on something just to make it look pretty and take the risk that it will need to be torn down. (And my guess it will be)
 
Last edited:

Sel

Banned
Feb 18, 2009
1,239
2,570
Then why are you detailing, why don't you make something that's not absolutely hideous like a giant dev textured box, or rexy's placeholder tower models.

You seem to have a bit of trouble with the whole development process for source tpg :S
 

Connect_Four

L2: Junior Member
Jan 28, 2009
57
23
What the fuck is this 'dogbread' shit?

Also, the openness of mid and the added areas giving height advantage makes me feel this will turn into a scout on scout circlejerk :wow:
The small ammo at mid is probably not sufficient enough, especially for 6v6.
 
Jan 20, 2010
1,317
902

Selentic, get off yourself. Please. I could bother explaining to you why I like it, but I'm just not going to bother.

What the fuck is this 'dogbread' shit?

It was a joke started by Doctor P, I think. I believe it was Rexy who ran with it, though. (As that's who I first make the joke.) It's from an ad for some disinfectant stuff. "You eat what you touch." Thus, dogbread.
 
Last edited:
Apr 19, 2009
4,460
1,722
Then why are you detailing, why don't you make something that's not absolutely hideous like a giant dev textured box, or rexy's placeholder tower models.

You seem to have a bit of trouble with the whole development process for source tpg :S
When did I say it was detail and in my opinion dev textures are the biggest waste of time ever!

Also by your logic people like Ace have no idea what development process because he does not use dev textures and details his alphas.
 
Last edited:

Sel

Banned
Feb 18, 2009
1,239
2,570
When did I say it was detail and in my opinion dev textures are the biggest waste of time ever!

Also by your logic people like Ace have no idea what development process because he does not use dev textures and details in his alphas.

You're contradicting yourself TPG, like, you just shut down your whole argument by yourself.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Meh just a simple spelling error. Nothing to piss your pants over.

You must have missed it, here let me try to point it out better to you.

Your crane, regardless of what you say, is a detail, whether you want to admit it or not.

You don't detail in your alphas.

Then you talk about how your development process is detailing in alphas like acegikmo.

:mellow:

I respectfully decline your invitation of a heated argument filled with Strawmen, Ad Hominem, and Appeals to Pity. Thanks, though.

Or you just don't have a reason why I'm wrong lol.
 
Apr 19, 2009
4,460
1,722
Also, the openness of mid and the added areas giving height advantage makes me feel this will turn into a scout on scout circlejerk :wow:
The small ammo at mid is probably not sufficient enough, especially for 6v6.
There is a small ammo on each side of the crane and one behind each of the trucks. Oh and I am drawing up some plans to add a bit more cover to cut down on the sniper lines and something too keep the scouts at bay.
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
Selentic, I feel the need to step in here. There is constructive criticism, and there's just arguing for the sake of itself. Once you have posted your critique, it's really not appropriate to then argue w/ the author about it. I encourage you to continue giving feedback, but there is no need squabble about every specific point afterwards. So please tone it down a bit. Thank you, from the management :)
 

Doppler12

L1: Registered
Sep 10, 2009
44
18
I feel the map is very easy to get lost in and the middle seems a little less like an combat area and more like a huge area of branching pathways.
Also those small metal planks seemed very odd.

Did like the Intell incinerator, and the large intell room.