cp_dream_vacation

Confidence Man

L1: Registered
Jun 26, 2009
47
6
I'd drop that cabin down to ground level and maybe open it up some; larger doors or maybe make the whole thing open with just the wood frame like it's unifinished. The space underneath with the water is too low to really fight in.

I'd also make that tunnel from the spawn to the middle a lot more obvious. I didn't even know it was there until I followed someone through (I think it was you).

I don't mind the upper walkway, personally. Maybe make it like a small rock ledge that runs around the outside wall instead of a floating platform.
 

Zarokima

L69: Deviant Member
Aug 7, 2010
69
10
this looks very square sir

Yeah, because it's still in alpha. Once the layout is finalized, the entire cave interiors will be converted to displacement and made to look like caves. It's much easier to change things when the geometry is simple.
 

Zarokima

L69: Deviant Member
Aug 7, 2010
69
10
I'd drop that cabin down to ground level and maybe open it up some; larger doors or maybe make the whole thing open with just the wood frame like it's unifinished. The space underneath with the water is too low to really fight in.

I don't want to open it up too much, because then it could be too spammy, but that is one of the things I'm working on now. And I like the lake because it gives more room to move around without having to go through the point, while still making that building the main focus.

I'd also make that tunnel from the spawn to the middle a lot more obvious. I didn't even know it was there until I followed someone through (I think it was you).

I also need some way to also show the mechanic where those paths switch availability depending on how owns the second point, but I'm drawing a blank. I think I'm just going to take those out.

I don't mind the upper walkway, personally. Maybe make it like a small rock ledge that runs around the outside wall instead of a floating platform.

It's not actually supposed to be floating, I just haven't gotten around to making the support yet. >_>
 

Zarokima

L69: Deviant Member
Aug 7, 2010
69
10
Update! I'm calling it on this version because I'm just not sure where to go from here.

I liked the idea of those dynamic shortcuts in a4, but it didn't really work out so I reverted that. I'm still not happy with that staircase, though. I really liked the offending team being able to come onto the walkway from that angle, but that kind of path can't be accessible before the second point because that would make it too easy to spawn camp before even getting to where you're trying to take the last point.

I like the idea of using the hole in the roof near the second point as a rocket launching thing that can be in the process of being loaded with Payloads, as some sort of super-explosive missile thing, but since it's at the second point that wouldn't leave much room for a facade. If I just close that hole, then what could justify just having a tunnel up there?
 

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
Just a tip, try not to double/triple post. It's relatively a silly way to get people to view your thread and just leads to endless spam on some threads. Use the "edit" button if you have extra points to add to a specific post. :)

-Honor
 

Zarokima

L69: Deviant Member
Aug 7, 2010
69
10
Impressive for a first map attempt.

Thanks!

Just a tip, try not to double/triple post. It's relatively a silly way to get people to view your thread and just leads to endless spam on some threads. Use the "edit" button if you have extra points to add to a specific post. :)

-Honor

One of those was because I didn't notice the ability to multi-quote. :blushing:
The others are all at least two days apart, with at least one of the multi-posts announcing an update. Unless I'm mistaken, editing the map submission does not bump the thread.
 

Zarokima

L69: Deviant Member
Aug 7, 2010
69
10
Update! I'm feeling really happy with this version. It's going in Friday's gameday. If all goes well, this will be the last alpha, and the next version will look much prettier.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I found this spot very awkward. I fell in and was unable to get out.

The entire map felt a bit overscaled. Mid has some huge sightlines, but they're not that bad. Last is very hard to push into, probably because sentries can be set up to push attackers into the pit. I say lose the pit and block off the side opposite the spawns, under the stairs.