[wip] cp_oilrig * beta 3 release

Gadget

aa
Mar 10, 2008
531
527
after another several hours of work and some major changes I have released beta 3. It can be downloaded at FPSBanana.com

Here are some screenshots. I'm really excited how all of those changes will affect gameplay.

As always: any feedback is welcome.



Beta 3 Changes:
- added another path from blue spawn to red's oil rig
- moved the control points
- changed the areas around CP A & B
- placed a lot of func_nobuilds
- some changes to the layout that should improve gameplay
- moved red's spawn one and two
- custom soundscape added
- HDR sky included (still not perfect but acceptable for now)
- miscellanous little optimizations

Still to do:
- improve ambient atmosphere
- gameplay tweaking
- redo hint brushes
- add area portals
- add menu photos
- add more cubemaps
- spend a little more time on the soundscape
- add more ropes
- extend 3D skybox details
- maybe redo the HDR sky
- change lighting and textures in some areas
- add details in some areas
- maybe add more custom materials
- add more ropes
- add some breakable stuff
- adjust lightmaps in some areas
- miscellanous little optimizations
 
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AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
16 thumbnails? are you friking kidding me? xD 16 click close to my death!
Nice pics, but wont they be a bit to dark?
 

Godling

L2: Junior Member
Oct 26, 2007
55
14
Looking forward to testing this on our server after having removed it due to being able to build on the roof over A.

I mentioned over on FPS and thought I would mention here also... for the love of God... please trim down the number of static spectator cameras... 15 is way excessive. 3... maybe 4 (1 for each CP and 1 beauty shot of the rig) is plenty. Who wants to cycle through all those to get to see another player again?
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
Not sure if thats tf2 or hl2 water, either way, make sure its tf2!

Looking good :D
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Garbage i havent played this since B1.

The only complaint i had with it is that i was bummed that i couldnt see the water =( has that changed?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
two screenshots of how the water looks like right now. you should see it if your monitor's brightness isn't set too low.

water 1
water 2

i can see the water in picture 1, but not picture 2 =(

Any chance to increase the lighting below the rig? the water "outside" the rig i can understand being but i would love to see the water under the rig.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
The new bridge really helped out getting out of the spawn.

Although, I noticed that the "no entry" sign for the new bridge doesn't really seem to stop defenders from camping. You can't shoot through it, but you can go to the barrels to the right of it, shoot over them, and you can hit people as they're crossing.

Couldn't break A as the offense, though. Had a ton of sentries and defenders camping out on top of the building, and firing down into a fairly compact area.
 

Gadget

aa
Mar 10, 2008
531
527
Yes, I noticed that too about A when I had some very good playtesting on the AI clan server yesterday (there were five! sentries once making it impossible to capture). The layout of control point A will be changed again to make it easier for blu. Also I will be recreating all of the interior area that leads to C because it's impossible to capture that point right now.

I think I'm going to resize the noentry on the bridge so a demoman can't place stickies on it.

Damaging of the big elevator will be removed so it won't crush players anymore.

The game days this weekend will probably give me more good feedback so I can decide what to change.
 

Gadget

aa
Mar 10, 2008
531
527
I'm playing around with the water right now. water_hydro_cheap is the only material I found that looks quite nice. water_well is just too bluish and water_2fort is so green it hurts my eyes. However hydro_cheap appears to have some weird line anomalies. I've attached two screenshots to show it. It's a little hard to see but really annoying me. Is anyone else experiencing this or might the .vmf be broken on my harddisk or whatever might be causing this? There's some dark area going across the whole water surface like a very thick line. (In the second screenshot the line is not aligned because I wanted to know if it still would appear with rotated water texture.) I've tried to use different lighting settings, texture scales and build cubemaps but nothing did solve this issue. I'm quite sure it's not the light that causes it.

edit: forget what you've just read :). problem solved by moving all of the map into hammer's upper left quarter in top view. Guess the water surface should not be going across the center of the grid system.

and I've attached another screenshot of the latest control point A.
 
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Corion

L2: Junior Member
May 17, 2008
67
8
Awesome map, very fun. Highly detailed. It's my favorite custom map now. It feels so new but also so much like TF2 at the same time.

Here are some suggestions/feedback:

There's quite a few areas where things just can't be built. I can see that there are strategic reasons for restricting the defenders from building in these areas, but it feels cruel/weird that these restrictions are there. The most notable restriction would be on the platform overlooking B. Another spot that frustrated me was inside the room right next to A. If possible there should be an obvious reason for not being able to build there - restrictive space, props, etc. Wide open space that just can't be built in feels mean to engineers.

The defender spawn room setup is confusing. There's like 3 different spawn rooms and the game seems to randomly use them. This really messes with engineer teleporters - you'd build an entrance in front of one and the next time you'd spawn in the other, even if there was no change in control point ownership.

The elevators are frustrating. I was crushed at least twice and I only used them about five or six times. I saw you're removing the damage - I hope that fixes it.

There's a resupply room at the bottom of the ramp up to B - I couldn't get in ... is it available for use?

There's a vent leading from B to the ventilation room ... it seems like you should be able to get in but it's arbitrarily blocked off. Especially confusing about this was the arrow pointing down.

Setup time needs to be longer, or there needs to be a faster way to get to the first point on defense, at least during setup.

There's a lot of space it seems like you could get to near the top of the oilrig - like above the point at A. It isn't very clear that area has been restricted from players.

Once again, GREAT MAP. I love it.
 
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Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
Played for the first time today. Took a little bit to get used to, but loved it after I learned the layout.

Nice detail work!

One thing I found in the pic below from capture point B. You may want to add a player clip around this pallet. I kept getting stuck on the prop.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
I was amazed at how much you had reworked since the last time I played it on gameday. We played about 2 round. We won one, and on the second we defended at C when the map changed, though we held them at B the longest. When we won, we almost steamrolled them, though this was most likely due to people downloading the map.

3 issues stuck out in my mind.
Spawns. We started at C, and after a while I ended up spawning in the old hallways were the spawns used to be.
Setup time. Seems too low to start mounting a decent D, especially if you're going from C to A.
While defending B we had some demos piping up to where we were from a lower platform. I then found that from that area, I could pipe the attacks side entrance (the new one). Idk what your thoughts on that are. I only got one kill (an unsepecting spy) before I was killed by a heavy and a medic anyways.
 

Gadget

aa
Mar 10, 2008
531
527
thanks for the feedback. The issue with switching spawns is weird because I set the spawns that shouldn't be used to "start disabled".

Changes I made so far:

- removed some nobuilds
- modified the big elevator (you will now only be crushed if you don't watch your head while getting in)
- vent root now always accessible from above for team red
- resupply room below B becomes accessible for blu after capturing B
- setup time increased to 70 seconds (was 60 before)
- added more clipping brushes
- changed the interior
- miscellanous little things changed. too many to list them here

the lower platform between blu spawn and B can be cleared from enemies from the sniper position at the blu oil rig.

I'm going to upload some screenshots in a couple of minutes...