Overlook

CTF Overlook rc

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Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
Wow DBZ! I'll come out of hibernation to state this map looks great! Downloading now.

*edit* Ran through it just now. You've created something special here.

One thing I noticed was on the blue side around the drainage pipes there is something clipping through the wall and one of the pipes.

ctf_overlook_b10000.jpg
 
Last edited:

Tinker

aa
Oct 30, 2008
672
334
Man, you've gone from an initial alpha that made me cringe to something that's pretty damn well crafted. Awesome job!
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
it's like doublecross and offblast had a baby.

And they named it overlook.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
One thing I noticed was on the blue side around the drainage pipes there is something clipping through the wall and one of the pipes.

ctf_overlook_b10000.jpg

Yeah, that's a displacement, and I got stuck in it. Those drains need playerclipped as well.

Also this:

ctfoverlookb10000.jpg


Bloomtacular.
 
Nov 14, 2009
1,257
378
Why is everything extra-shiney in this map? Especially the vents. Did you build your cubemaps with larger surfaces?

Just a comment on the gameplay of this map:

I got a chance to test it last night on 10v10. It was very spammey, and really not very fun. However, once I got used to it, I managed to use the flanking paths, and it made for an amazing game.

Anyways, I would really like to try this map 6v6, as it could be really amazing then.
 
Sep 12, 2008
1,272
1,141
Thanks. Not really sure what you mean by "shiny", as I didn't build my cubemaps in a special way or whatever. I just have a lot of reflective surfaces, and i try to play with special lighting often.
 
Sep 12, 2008
1,272
1,141
Bump - Once the voting is over I'll release a B2. Ofcourse I need some good thoughts about the map.

Are you guys happy that the touch-return is gone?
 
Sep 12, 2008
1,272
1,141
Remove the windows at mid. Or else.

Uhm, not 100% sure what you don't like about them. Is it the fact that you can see people, or shoot through them. Because if the last thing is true, I could just put some glass in them!
 

Tinker

aa
Oct 30, 2008
672
334
Yeah, you should probably put glass in those.
One thing I also noted at gameday:
ctf_overlook_b10009.jpg

Odd thingy in this room, when prompted you said it was "for cover" but it's tiny, has a huge hole in it, and the room is so small anyway that it doesn't matter at all. Get rid of it.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Au contrare, it's used to hold up the catwalk above it. Notice how far the walkway extends away from the wall there?
 

E.B.

L1: Registered
Mar 15, 2009
49
39
Unrelated but how many times does the map stack up your captured briefcases? I ran out of patience after capturing the intel 10 times or so and those red briefcases just kept stacking up...

Also, a small and simple issue: playing as scout, if you take the low path out of your base, you run into a piece of the roof if you move forward constantly. If you just kick that section back a few feet it should solve the problem. Don't have TF2 available right now so no screenshot but if you don't get what I'm talking about I can take a picture later tonight.
 
Sep 12, 2008
1,272
1,141
Unrelated but how many times does the map stack up your captured briefcases? I ran out of patience after capturing the intel 10 times or so and those red briefcases just kept stacking up...

Also, a small and simple issue: playing as scout, if you take the low path out of your base, you run into a piece of the roof if you move forward constantly. If you just kick that section back a few feet it should solve the problem. Don't have TF2 available right now so no screenshot but if you don't get what I'm talking about I can take a picture later tonight.

Briefcases go up to 15.

And I'm not really sure what part you're talking about, so a screenshot would help. Thanks.
 

E.B.

L1: Registered
Mar 15, 2009
49
39
Okay this is what I meant:
0ULsh.jpg


If you run straight at that area with the danger stripes, the tip top of the scout's head will hit it and he'll stop for a second. It's just a little annoying and should be easy to fix by raising the roof there a tiny bit.

Also if you pretend the lights are eyes it kinda looks like a face:
Yt39H.jpg


D: