Labcargo

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
KOTH_LABCARGO
By:
Ricardo "Ricardo" Castro
Pekka "W.S Wankhouse" Nieminen


Story

BLU and RED were contracted by some scientists to deliver their cargo. And BLU and RED weren't really good friends they start being violent and start to kill each other for the cargo.

Info

Me and Wilson, decided to continue this map. After i quit the map for a while Wilson decided to continue this map. And it looked good with his help. Wilson was helpful and thanks to him i decided to continue the map.
 
Last edited:

Jethro

MUSty Complainer
Nov 2, 2009
287
281
Just a few corrections in the writeup

"Story from the map: BLU and RED were contracted by some scientists to deliver their cargo. And BLU and RED weren't really good friends they start being violent and start to kill each other for the cargo."
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
koth_labcargo_a40001.jpg


Just more stuff for you guys to look at. ;)
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
It's actually pretty nice. I think the point could be elevated further to bounce some more spam off it, but overall the geometry looks good.
 

Tekku

aa
Aug 31, 2008
723
873
Huge picture post!


Probably should be blue, since in blu base.
1zwccup.jpg


This fence doesn't have collision.
wclac4.jpg

73ia2e.jpg


Bad playerclip around this fence.
jtxb7p.jpg


Remove collisions from rocks.
33y49hu.jpg

2ibckli.jpg


Too thin walkway.
30hy5ao.jpg


Got stuck here.
28utzpi.jpg

and here.
jl5t2t.jpg


Truck should be nobuilt. Flying buildables look bad :p
144b5lk.jpg


Center your no-entry sign.
m8o3v4.jpg


Windows should have collisions too.
iz01zm.jpg


Playerclip should be a bit further away to fences.
mbha3l.jpg


Thats all for now :p
 

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
well i used photoshop, I used Hue/Saturation and a bit of lighting. Well it was very hard cause this took me a month to do it.
 

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
Updated labcargo to a6.
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
This map looks okay, but lighting needs some work. (I understand it is alpha)

koth_labcargo_a60001.jpg

The sideroute is just too big and useless. Make it more strategically useful :))

koth_labcargo_a60002.jpg

SPAWNCAMPPP!
How to deal with it: Increase the distance between spawns, or add an another exit.

koth_labcargo_a60003.jpg

Fences are not clipped!

I am sure you can make a very good map from this! :D

E: Some people got FPS problems, you need to start optimizing!
 
Last edited:
Mar 23, 2010
1,872
1,696
I see a lot of potential in this. sorta like a bigger shockwave. Biggest issue is spawn camping. I would say to ad a lower level spawn (the current one, but move to the side with the huge route), and at a top layer spawn. adding the top spawn should be easy as you said you were moving the spawns further away.

The lighting is far too bright. more noticeable in the snow-y areas.

It plays pretty well, and was surprised to see it still play well on a 10v10 game.
 
Nov 14, 2009
1,257
378
Plays quite well, however spawncamping is a large issue. What is the deal with the 2 bases to the sides?

IMO, this would make a very nice 3 CP push map, with the other 2 points on those bases, and spawns behind them. Would fix all the current issues.