cp_stagnant_a7

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Lyzak

L2: Junior Member
Aug 17, 2010
75
1
cp_stagnant_a8

cp_stagnant, in it's alpha stage. Please, please please playtest it! With many people! On a server! And make sure you tell me where, because I wana have fun on it too. =)

I really need the feedback to continue preping it for beta development. Thanks so much for bearing with me and my technical errors! =)
 
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RagnarHomsar

L2: Junior Member
Aug 22, 2010
59
19
First thing: your screenshots. You should probably make them higher res or at least enable Anti-Aliasing.

Secondly: I'll build the cubemaps for you if you want.

Third: The river. It essentially breaks Pyros. It's especially bad near the second CP, where it was way too easy to be lit on fire and just jump in and then come back out.

Now: I ran through this with one friend because large-scale testing wasn't possible at that time of the night. We found a couple of things that... just looked wrong or shouldn't be there.

Big, all around complaint: The map is way, way too dark. It's hard to see outside without the assistance of turning my monitor brightness up. By contrast, the lights in the indoors areas (all of them don't have sources, by the way), are way too bright and make the areas usually look all white

hl2%202010-09-14%2020-59-18-67.png

hl2%202010-09-14%2020-59-22-08.png

Why are these displacements here? Every other area that has walls like these have perfectly flat floors, so are the displacements simply clipping into here?

hl2%202010-09-14%2021-00-40-66.png

Water is clipping into here and the ground displacements shouldn't be there.

hl2%202010-09-14%2021-01-23-19.png

I can only assume brushes are clipping together at the 2nd CP and this causes noticable flickering.

CPCRITIC3.png

(Friend captioned the image being the victim of it.) My friend and I fell into the water from here a couple of times. Here's the thing: he couldn't get out. I was able to get out by double jumping, but every time he fell through, he had to be killed to get out.

hl2%202010-09-14%2021-09-49-84.png

This door. It only opens from this side. Outside, it doesn't open. What's the point? It's not like it's team specific, because both of us could only open it from the inside. I don't see any balance issues with the door only opening one way.

On the up side: I liked the layout of the map overall. It seems like this map that, once finished, could make for a really good small-scale CP map. The river also is a really good focus point of the map, even if it does make the map a bit unbalanced. Overall, I'd love to see where this map goes. Just... fix some of the issues here.
 

Zarokima

L69: Deviant Member
Aug 7, 2010
69
10
You don't have to make a new thread for updates, you can edit the original post of the old thread, then just make a "hey, it's updated" post to bump it back up.
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
Thanks for the feedback, let me speak to some of what you said...

1) Screenshots were simply taken using the ingame screenshot function, and converted to jpeg... albeit they were taken in "windowed" mode. I was short on time. Expect updated screenshots later on.

2) It would be great if you built cubemaps but... I don't think you can. My friend already attempted to build them, and got errors pertaining to my sky texture. While someone posted that "everyone gets this error," I don't see how that could be logically possible.

3) After publishing the map, it was already apparent that my river would have to be modified. Either on later alphas, or at absolute latest in B1, I will change (but not delete) the river, lowering the water levels drastically in most areas.

4) The map was supposed to be dark... but I understand that it is an alpha, and I will light it better on v8 (all I have to do is adjust the sun angle). As for indoors, I'm sorry but all I did was add placeholder lights for alpha testing. This isn't the final. Expect better lighting in b1.

5) Displacements like those in the picture are simply results of the way the displacement was edited around that building. Yet again, expect better quality in the beta. As for the water, and missing a floor, that was intended for effect- that building, when decorated, is simply a series of temporary walls thrown onto the side of the real building, and a floor was never constructed.

6) Not sure what happened with that wall clipping, but I saw it, too. I'll investigate for a8.

7) Augh! My bridge! Rest assured, falling through the bridge was intentional... but I definitely wanted players to escape. I'll fix that in a8.

8) That door is an intentional 1-way door, similar to those on dustbowl. Yes, players from both teams can open it (go to dustbowl, it's the same way there), but it can only be opened from the inside.

Thanks for the feedback! I appreciate it. =)
 

RagnarHomsar

L2: Junior Member
Aug 22, 2010
59
19
I just tried building cubemaps while executing a decompiled version of the map. A whole bunch of images of the map flashed by, then TF2 froze up for a few seconds, then it kicked me back to the main menu with errors filling the console.

Any idea what is up with this map and trying to build cubemaps?
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
Ugh... I KNOW how to make cubemaps, I just don't know why they wont build, even when using the correct method of building them. I still insist it has something to do with my broken sky, based on the errors that come up when building them, but I keep getting told that this error is widespread and means nothing...

It doesn't, it can't mean nothing.

post the console log in here, let me see if I can point to the errors I keep seeing over and over.
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
Compiled alpha8. Found a sky texture that the game doesn't think is broken. Would someone please download http://forums.tf2maps.net/downloads.php?do=file&id=4138 and build the cubemaps?

1) Download cp_stagnant_alpha8.0
2) Build cubemaps
3) CHECK cubemaps to make sure they actually exist
4) Re-upload to this site, setting the "file name" option to cp_stagnant_alpha8.1
***DO NOT RENAME THE ACTUAL MAP FILE***
5) PM me with a link to the newly uploaded map, so I can post it on the forums as an alpha release
6) Give yourself a pat on the back for doing me a huge favor. :)
 
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