Supercollider

Freyja

aa
Jul 31, 2009
2,994
5,813
TF2 meets particle physics.
Aly meets 5cp.

'nuf said.

Special thanks: Boojum Snark, Stink Horse, Pc_Madness, Rexy.
 
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Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
I want to make custom content for this.

Oh, can I make custom content for this?

Looking good like it should!™
 

Tekku

aa
Aug 31, 2008
723
873
Oh please don't turn into a new *Insert mappers name here* who doesn't finish previous maps D:

Although from the small testing, i liked it, even if there weren't rocks.
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
you need to disable shadows on some of those trees D:
 

Flame

aa
Jul 19, 2009
368
865
i can tell you without playing it that your spawn exits on point one are placed poorly, move the cap point up a little bit, put the spawns up top on the ledge and put up a smallish barrier so spawncamping isnt so easy when capping last.

your middle point seems forced, almost as if you really wanted to use that radio transmitter thing but didnt know how to incorporate it. people like to jump onto points, aka not hit walls on their way in and demomen will just destroy what you have there

point two looks fine from a screenshot but a little elevation never hurt anyone

edit: looks like a REALLY good start. let me know if you need any help/testing
 
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Languid

L5: Dapper Member
Oct 9, 2009
240
256
Move spawns on last somewhere else. At the moment every attack on last will include spamming into the spawn exits IMO. I like what I see of second, reminds me of badwater in a way. You said you were having trouble with mid in chat, and it shows at the moment. Try and think of something new, but at the moment the map looks interesting enough.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
You can't have this name. This name can only be used for a PLR map where you have to ram the carts in a circle.

Sorry.
 

Dr. Kukri

L1: Registered
Jun 4, 2009
4
0
I like the look of it so far. Though it has to have explosions. Lots of them. Or a black hole, either way.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Supercollider? I barely know her!

And then Aly made supercollider.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
That spot between the crate the the accelerator where you can get stuck still exists. Also the spawns at the middle could use a sign, or perhaps a location tweak so it's more obvious which way you go.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Make the logs that define cap zones nonsolid.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
These hazard stripes are a mapping sin. Use the TF2 ones.
cp_supercollider_a00000.jpg


Clip the edges of these logs so you can walk up them
cp_supercollider_a00001.jpg


The supercollider isn't playerclipped!
cp_supercollider_a00002.jpg
 

Freyja

aa
Jul 31, 2009
2,994
5,813
The tf2 hazard stripes don't tile, and the HL2 ones arn't exactly very "detailed".

I see no problem.
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
Didn't you swear to never to work on another symmetrical map?
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
The tf2 hazard stripes don't tile, and the HL2 ones arn't exactly very "detailed".

I see no problem.

I hate them. It's the reason that I hate Gorge so much. The TF2 strips tile if you use them properly but take some practice to get used to. If they're really that much of a problem, though, I suppose it would be helpful if I made a tiling TF2 strip texture.

And speaking of Gorge, add some color to your bases and fix the forward spawns. Every time I respawned I ended up walking back to my own base. If they could be told apart, it would help reorienting new players ASAP.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I got some serious lag at CP2/4; may be because it's kind of open and the entire area can be seen from the path from mid... Then again I was lagging like hell today.