Cp Blackmarsh

soylent robot

L420: High Member
May 26, 2009
499
394
IT BEGINS
"But Soylent you only just completed your Artpass entry!"
I AM A MAPPING MACHINE RAWRGH

USING SWAMP PACK ASSETS
SWAMP INDUSTRIAL
BADLANDS CP STYLE OR HOWEVER YOU CALL IT
 
Last edited:

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
PackBSP or Vide should work well with the swamp pack.

Displacements look nice, and I'm looking forward to seeing a new swamp map :D
It looks like there are some huge sightlines there though, especialy in the last screenshot. The first two points also look quite open. Wrangled sentry/sniper in the second image looks like it could aim from where the camera is right into (what I'm guessing is) the enemy spawn.
 

sniprpenguin

L6: Sharp Member
Mar 14, 2008
266
258
I love it. But yeah, scale it by like 80%. You're gonna have HUGE areas in this. I mean, that 3rd pic has 2 2fort bridges. The 2fort area around ONE bridge is enough for snipers.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
It looks very overscaled. What's the travel time for a heavy to reach the middle?
 

soylent robot

L420: High Member
May 26, 2009
499
394
Okay i packed the models with VIDE. Can someone without the Swamp Stuff check theyve been added properly?

I realise it may be a bit huge, but lets get this packing problem fixed first
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Rename your materials and models folders and check for yourself.

Only thing I can say is overscaled, but that's redundant. So I'm going to say "I hope that this will be a good 5CP."
 

soylent robot

L420: High Member
May 26, 2009
499
394
Only thing I can say is overscaled, but that's redundant. So I'm going to say "I hope that this will be a good 5CP."

i hope so too. i looked at granary and badlands for size and style when i planned this map. and its a1, still easy to change the size if i need to
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Any chance in future yoiu could resize the thumbnail for this map as it looks sctretched on the front page...then again that's just me being picky :)

Also by looking at screenshot two it appears too large..then again maybe you have plans to make it look nice and large :)
 

soylent robot

L420: High Member
May 26, 2009
499
394
TERRIBLE PICTURE, SHIELD YOUR EYES
2-centre.jpg

Just a small update, made the centre point smaller. Its about half the size it used to be.
also competely changing the final points
as well as this, ive changed the water to sawmill's because the swamp water always seems to balls up no matter what packing program i use
 

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
Played this on gameday yesterday. I think the layout is a little large and long. It takes quite awhile to cross the level. Also it was a bit difficult to orient, hopefully that will change when it gets detailed but everything looks the same and is dark, no signs iirc, etc.
 

soylent robot

L420: High Member
May 26, 2009
499
394
Its a3 time!
blackmarsh___a3_by_soylentrobot-d30dnq9.jpg

- Made the centre point area much more compact
- Completely changed the final point areas
- Closed of a portion of the secondary point areas
- Direction signs!
- Changed the water to sawmill's because of server issues

get a3 here
 
Aug 10, 2009
1,240
399
Hey so just tested, took some screenshot feedback:

1st, this is just awkward geometry. I suggest trying to find another way to incorporate a slope like this, perhaps separating it into two divided staircases or something. It just feels kind of sloppy. Pic:
cp_blackmarsh_a40003.jpg


The following pictures are of places I find to be overscaled (try shrinking them by 256-512 units on each side for a start, experiment from there?)
Pics:
cp_blackmarsh_a40004.jpg

cp_blackmarsh_a40005.jpg

cp_blackmarsh_a40006.jpg


On the topic of mid, I didn't really like it. Factually, marshes have somewhat low water. As far as gameplay goes I don't like fighting in water because it nerfs the hell out of a lot of classes, thus buffing others. I honestly suggest remaking the mid because it's open, a bit predictable, and it could use some spicing up. Also the water doesn't complement it, and it felt overscaled.

Finally, this is an example of something I like in the map, interesting geometry. Again, it needs to be scaled down, but it's a start. however, a lot of your geometry is pretty damn high above the level below it, so you might want to consider shrinking their heights as well.
Pic:
cp_blackmarsh_a40007.jpg
 

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
It's still very, very large. Scale it down a lot. Open up granary in hammer and check their scale to yours, that should make it easy to get it right.

I also saw you talk about VIDE. Don't use it. It breaks map and gives them all sorts of errors. And when the artpass update comes (when, o when? I desire it so) you wont need to pack the swamp theme anymore.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
I will skip the Line of sight, overscaling and "omfg its huge" comments and get to the point.

I enjoyed the map... at first, but after a while it just got dull. the size just made it tough to play, and the foward spawns didn't help too much. Also, in some spots you had some dark corners, and, at a long distance you can't see anything in there, so a sniper could snipe pretty well, and not be seen, even in plane view.

I did really like though some of your points, especially your middle point, kudos on that, and your displacement work is beautiful (wish I could it that well >.<)

I do like where the map is going, and can't wait to see how you change it for the next gameday.