Trestle

Apr 19, 2009
4,460
1,722
Read this before commenting!


First off I am making this thread early so I don't fall into the trap with assembly and start out with a bad layout. I am hoping to get a bit of feedback as I progress with the other 2 points (mid is the only one "done" so far).

Second off I know some of you may think you have seen this mid before. Well you are right! This mid is based off the one see in cp_nightfall.
dc2_cp_nightfall.jpg

This map that would later be known as ctf_doublecross. Unlike other rips of Valve maps this map was released but as a completely different map so I personally see no problem with basing my mid off of cp_nightfall.

Lastly visuals are the last thing on my mind right now so if you are going to complain about how it looks feel free to do so but just know ahead of time I will not give as much attention to that post.
 
Last edited:

Snacks

TODO: Clever title
Oct 15, 2009
121
123
Finish ruining your own maps first.

[EDIT] I want to clarify that the above comment is a joke and not meant to be taken seriously.
 
Last edited:

Flame

aa
Jul 19, 2009
368
865
uh get an original layout before you ask for feedback on one than come back to us

[EDIT] I want to clarify that the above comment is not a joke and is meant to be taken seriously.
 
Last edited:
Jan 20, 2010
1,317
902
So, looking at the screens and judging as best I can, I agree with Super, add stairs of some sort to the side of the bridge or nearby.

I'd also say use something else on the bridge for cover other than containers. I'm not sure what, but give the bridge a practical reason for existing in the map. Perhaps put some train tracks on it and add a train for cover. Maybe you could have a couple bridges intersecting the original bridge with parked trains for cover. (I might need to illustrate this idea.)

There's other things I sort of want to say, but I'm not sure I can without seeing the whole mid done. Like I think a hole in the middle of the bridge to get to the lower area might be a good idea but I'm not sure how important the lower section is to the map.

Last thing, I think it'd be nifty if the bridge had a bit of an arch or incline to it. Make the attackers have an upward battle to the bridge. Maybe have the center CP 512 hammer units higher than the entrance to the bridge.

That's it for now, I will be adding an illustration of my crossing bridges idea in a bit. :D
 
Mar 23, 2010
1,872
1,696
Layout looks pretty solid, although kind of weird when looking at it (the whole upper right area in pic4; right side of pic2). And yeah, doesn't look like much to do under the bridge, staircase going BEHIND and PARALLEL to the container would be cool to try.

In the last (birds eye view) pic, what is that left pathway going to? Looks a little far off from the other path, but jw what you were gonna do with it.

Also, love the name.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I Googled "cp_nightfall" and got nothin'. Anyone care to enlighten me?
 

Timberjaw

L2: Junior Member
Nov 6, 2009
71
19
Interesting. I saw some similar entries elsewhere before posting, actually, but all the entries I see for it (including this one) simply say "Also written 'tressel'" or "See Trestle," which makes me wonder if it's just a mispelling that is common enough to be in the dictionary. In any case, language purism aside (see also: irregardless), it might be a good idea to go with the more common spelling to avoid people like me constantly 'correcting' the spelling. :p
 
Feb 14, 2008
1,051
931
You use the ibeam texture far too lavishly, it's not a very pretty texture and there are far cleaner ones which provide a nicer look. (I think imetal textures are good here).
 

Timberjaw

L2: Junior Member
Nov 6, 2009
71
19
Looks great.

Is there a reason the stairs at right have caution stripes on them?
 
Jan 20, 2010
1,317
902
It's a bit hard to tell what's going on in those screens so I'll save judgment until later.