Reflection

CP relfection [working title] a6

skinnynerd

L2: Junior Member
Sep 17, 2010
57
14
reflection [working title]

Current Version: A6
Problems I know about but am too lazy to fix:
  • Some areas are dark
  • Crates need to actually become crates


This is the first map that I have made that I have decided to post online. It is a 5CP map designed to be played with many players playing various classes (ie. with no 6v6 in mind). Eventually, I hope to make this map a sort of inner-city warehouse-type theme. I hope that you like it!
 
Last edited:
Nov 14, 2009
1,257
378
Got enough white dev textures there bro?

Looks almost like a clean room!

The layout looks quite interesting, I can't wait to play it!
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
The layout looks nice, maybe just a bit to open and long for my tastes but a gameday will see. It probably wouldn't hurt to change some of the textures so players know what is where and whose side they are in. Also, change the floor texture to something else so the walls and floor don't blend in together.

Edit:
Had a quick run around, nothing really to complain about apart from the fact that it really needs signs, and you probably shouldn't block areas to only a few classes, either get rid of that roof or give players other ways to get up there. I also noticed a few places which might be a bit op for a sentry, but once again, only a gameday will tell
 
Last edited:

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
pl_reflection_a10000.jpg

This seems pretty damn boring middle of tug-o-war payload map, look at pl_waste for example how Icarus made his
tug-o-war middle point.

pl_reflection_a10001.jpg

Sightline

pl_reflection_a10002.jpg

Make this normal doorway instead small hole you need to crouch to get trough.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Nice typo in the thread name :p

I like the look of the final points, but as everyone else has said, less white. Maybe make the walls of RED's side RED and Blu's side BLU, and the middle walls in grey, or white and the floor grey instead. Some areas do look a little sentry friendly, and some sightlines which may be an annoyance, but gameday will tell all.

Also, welcome!
 

Terwonick

L6: Sharp Member
Aug 25, 2010
278
190
walk-through vid maybe, it would help a lot.

other than that, let me see if I get this right, Red+Blue fight over the same cart, pushing it into the enemies base (blowing it up).
 

Da_Man

L4: Comfortable Member
Aug 23, 2009
173
39
The whiteness is blinding. I would suggest having a separate dev textures for walls and floors, otherwise its kinda hard to judge distances. Beyond that, looks interesting other than the middle point, which doesn't seem all that exciting.
 

skinnynerd

L2: Junior Member
Sep 17, 2010
57
14
Thank you everyone for the suggestions. I have had a lot to do recently, so I haven't gotten around to updating this map in time for the Gameday this Weds. However, I should have an updated and re-textured version of the map for the next Gameday. Are the EU Gamedays laggy on a US connection?

--skinnynerd
 

skinnynerd

L2: Junior Member
Sep 17, 2010
57
14
A2 is out!
Retextured so that you don't all go blind!

EDIT: OMFG! A2, not B2 (wvut is zis alfa u speek uv?)
 
Last edited:

skinnynerd

L2: Junior Member
Sep 17, 2010
57
14
A3 is out!!!

After scratching my head for a few weeks about what to do with people's comments that they didn't like the mid, I decided that the thing to do would be to make the current mid a choke-point and to add a second mid beyond that. 3 crumpled-up designs later, I decided to sit down at my computer and block out a control-point, then submit it here to see what people have to say. I also added a control point in the middle of the long stretch, because it seemed like the track was too long of a distance to not have a control point in the middle.

In this release I also attempted to fix a bug where one team would win prematurely (like what happened during Gameday). Now the map will stalemate correctly when the timer runs out.

Speaking of timers, I forgot to add time to the timer when a CP is captured, so all rounds are capped at exactly 10 minutes (rendering CPs useless).

Other modifications include removing the open window across from each teams base.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Can i suggest making the higher paths more obvious, i think two soldiers went onto the top level in the entire game, and i was the only person to use the top infiltration path. Maybe lowering them, or putting health/ammo near the edges to make it more obvious?

And capturing needs to give you more of an advantage. Generally, you reward teams for doing well, and penalise them for doing poorly. This helps magnify a teams advantage, and prevent stalemating. In 5-cp maps, each point is faster to capture than the last, and teams get forward spawns to reduce travel times, in hydro you get spawntime advantages the further the point is capped, in steel, the important point becomes a less and less defensible position. In this, doing well wins you a longer walk from spawn, a shorter walk for the team doing badly, and a layout that means with this huge imbalance in favour of the losers, the losers are also holding a defensible position.

Suggestions: Longer spawn times for losers, faster spawns, (or better, forward spawns), for winners. A One-way shortcut only the winning team can access? You need something like this.

[Derail] Does anyone think a map like this, but pulling a cart, not pushing it, would be interesting? Should stalemate less, since the better you do, the closer to spawn it is. [/Derail]
 
Last edited:

skinnynerd

L2: Junior Member
Sep 17, 2010
57
14
Thank You LeSwordFish. I had kind-of thought about that, but not really that much, and I didn't realize what an impact the distance would have on the map. Right now there is a short difference in spawn time when a point is captured: +2 for the team that lost the point, -2 for the team that won it. I will probably magnify this and add a forward spawn near mid.

I also agree with you comments about the higher paths, although I don't know how to make them more obvious without making other classes think that they need to takes those routes.
 

skinnynerd

L2: Junior Member
Sep 17, 2010
57
14
A4 is out

I made the timers work, clipped off the top of the roof over the first choke point (after recreating the mid, it seemed kinda useless), and I added forward spawns! Happy days!
 

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655
pl_reflection_a40003.jpg

Can't get out of this forward spawn.(Though iirc the other team's forward spawn did work.