cp_cog

lilatomic

L1: Registered
Sep 26, 2010
10
0
In the old remains of an abandoned mine, RED has started up processing and shipping of Australium. BLU has got wind of their operations, and has decided that tonight is the night to launch their assault on an otherwise unremarkable night.


Thanks
A Boojum Snark-- resource pack
Ravidge-- lighting pack
danger sign pack
 
Last edited:

red_flame586

L420: High Member
Apr 19, 2009
437
122
I ran around your map quickly and spotted a few problems:
1. Some textures were missing, if they were custom you need to pack them in with a program such as packrat so others can see them
cp_cog0002.jpg

cp_cog0000.jpg

2. Some areas of the map were to tight and cluttered (e.g. you probably didn't need all those blocks in the first point) while some areas were to open (e.g. there was a massive sight line the entire length of the map straight from the spawn to spawn in the second stage)
3. You shouldn't use half life props and textures, I spotted a few decals from halflife and the exploding barrels aren't a good idea. If you are unsure which textures are tf2 and which aren't, type tf in the keywords box in the texture browser
4. The player can get stuck in the cog if they don't jump, this should be fixed with a playerclip, also since the lips on the cog aren't solid, there is no cover for defenders or attackers, and the area bellow needs a better way for people to get out of, not just one exit, and also there should be some warning that the pylon deals damage
5. I'm not sure which but some of the doors don't open when they are supposed to, you should probably look into this. Also, many of the doors throughout the level aren't all that necessary, I'd recommend you get rid of some of them.
6. Some of the ramps are to steep and some of the ceilings to low
7. In stage two, I couldn't find the first point as blue, you really need to work on sign-age, use more of the sign props
8. OPTIMISATION!!!! even though this is only a1, there should still be some optimisation, Nodraw faces that can't be seen and close in the tops of buildings with skyboxes stopping the need for the computer to render everything in the entire map. There are plenty of tutorials on optimisation all over the web.
9. Lack of optimisation may or may not have lead to this:
cp_cog0001.jpg

This occured every time I ran down the corridor from the drop underneath the large cog, It may have just been me, may have been the map, or may have been tf2, but I think you should look at it

Overall, this is an interesting Idea, but there have been some flaws in the creation, If you have any problems with anything above, there's undoubtedly a tutorial on it, or if you can't find it, post in the forum. I'm not trying to put you or your map down or anything, just trying to help you make this, and future maps better.
 

lilatomic

L1: Registered
Sep 26, 2010
10
0
Thank you for your feedback, red_flame586. The error in point 9 seems to have been caused by a weird areaportal bug.