cp_stagnant

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
**Official cp_stagnant Thread**
Current Version: Alpha 9

cp_stagnant is getting a full overhaul for alpha version 10! The entire map will be remade, and not just that... The gameplay mode is getting changed to single stage 4cp! Hopefully this will remedy what paranoid server admins refer to as "triple-ragequit syndrome." The theme and base layout from points 2, 3, 5 and 6 will be brought over, with the others being meshed in or scrapped.

Things to look forwards to in Alpha 10:
-4cp Gameplay mode.
-Lots more vertical gameplay, meaning adjusting terrain height in locations such as stage 1 (all of it) and stage 3 (point 1 specifically, but 2 as well).
-Better (as in, existent) optimization. :facepalm:
-A bit more visual guidance on gameflow, including signs, consistent hazard stripes, legitimate door textures (see stage 2, the very large door), etc..
-And much, much more! (I hope?)
 
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Lyzak

L2: Junior Member
Aug 17, 2010
75
1
No problem. The test bombed in a few ways, so I'm going to be editing it today the moment I get all my work done. For an idea on what is getting fixed (hopefully), check out the Changelog.

=)
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
Oh, yea I know about that evil concrete block... No matter how I playerclip it, it always snags players, and it even makes you shoot rockets in other directions when you try to fire one at a very specific corner of it! I'm deleting it for alpha9, which I'm working on right now.
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
Updated to Alpha 9!!! WOOHOO!
Having said that, I STILL NEED TESTING, so get on it! =)
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
- Needs better optimization
- Stage 1 last cp is easy to lock down with sentry in corner, it needs some alternative path in it, like hole on a roof.
- Second stage, red had huge sightline from cp1 into blue spawn, block it.
- Stage 3 was like Texsas, everything was huge.
- Stage 3 had some nasty sightlines around last cp.
- Walk distances from stage 3 blue spawn to last cp were too long.
 
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Lyzak

L2: Junior Member
Aug 17, 2010
75
1
Both those links are the same picture.

Yea I have no idea what is wrong with that prop. It is set to VPhysics and still wont work, so I'm just ignoring the stupid thing ^.^
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Sorry, me being forgetful and not changing the number to a 1 :facepalm: Fixed now.

I'ts becuase it has no collision model, you'll need to make a clip brush around it which should stop players and projectiles passing through it.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
- The first area second point was too easy to defend, only a really concerted push took it. maybe putting it in the open instead of in a building? or making the covered bridge lead to it, rather than across from it? as it is, attackers have really only the log bridge to get to it without jumping into the river.

-There was a sightline from a safe red area into blues spawn in area two. get rid of this. also, you might want to raise the floor there so there's less fall damage.

-The final point was huge. those corridors between 3-a and 3-b were way too easy to push back into and hold, with no chance of a ninja cap. To fix this, either:
--Add a door from the corridors to the pipe room, or the walkway over the pipe room, or both
--Remove it. Replace it with a wall, with doors in it, directly from the point.

-The spawn at the end of round 2/start of round 3 wasnt well placed. how about off the room thats blu's "safe zone" at the start of round 3?

-The little room next to the point needs to be safer, so blu can capture that, and get a ninja teleporter there. Maybe give it a door, not a opening, and a smaller glass window.

-2.1 fell in seconds, though that couldve been two ubercharges. still, throwing it back couldnt hurt.

-I did enjoy it though. It was at least a much fun to defend as dustbowl, though i cant say much for attack. But balance is off. You were there- if a push as strong as they put up can come SO close to failure, something is wrong.

Please dont start again, its really good, just some bits are big and some bits are small. It was stuill loads of fun though, and i would hate to see it be a different map, several months down the line.

Also...*puts hands on lyzaks shoulders, stares deep into eyes* Promise me... Promise me you'll optimise it. Please.

PS if a prop doesnt work with vphysics, pop a clip brush around it, or set its solidity to "use bounding box"

PPS you have to jump to get into the pie room, which you shouldnt.
 
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Lyzak

L2: Junior Member
Aug 17, 2010
75
1
Thanks a bunch for your feedback, although a bit of it was vague... please explain the following:
-There was a sightline from a safe red area into blues spawn in area two. get rid of this.
-how about off the room thats blu's "safe zone" at the start of round 3?
-The little room next to the point needs to be safer, so blu can capture that, and get a ninja teleporter there. Maybe give it a door, not a opening, and a smaller glass window.




Two final notes, on optimization and overhauling the map structure...
1) I will optimize. Guaranteed.
2) My map would take longer to adjust and optimize in it's current form than to remake it in a more organized fashion with all the edits in place. To make some of the changes I want to make with the alpha to get balance right (because, oh god... there is so much), I would have to do tons of shifting of areas, and I have things poorly visgrouped... making this either impossible or extremely strenuous. Having said that, I don't intend to take several months to remake this. I work quickly and efficiently when I have time, and now that I have the general design for the map complete, I don't have to spend as much time thinking up ideas.

Also, the biggest part about remaking the map comes as a result of a feature I want to add... something that I desperately hope will make the map over a hundred-fold times more fun and unique. That something, is height. Vertical movement. Stay tuned. ^.^
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
sorry i wasnt clear.
-There was a sightline from a safe red area into blues spawn in area two. get rid of this.

In area two, first cap, you could see from way behind the point, directly into the blu spawn area. the corrugated panels you've put up sort of block this, but not enough really. a good sniper could easily cut off any attack this way.

how about off the room thats blu's "safe zone" at the start of round 3?
You know? the room with the bridge, between two and three? opens up after the end of round 2? blu's setup area for round 3?

-The little room next to the point needs to be safer, so blu can capture that, and get a ninja teleporter there. Maybe give it a door, not a opening, and a smaller glass window.

The little sniper gantry thing, on the opposite side of the last point to reds spawn.
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
NEWS!

The map is changing game mode- I am in the process of converting it to a single stage 4cp linear attack/defend map, instead of multi-stage. The 2nd, 3rd, 5th and 6th points will be used (general theme, layout subject to modifications)

Wish me luck! Hopefully Alpha 10 is not too far away...
 
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