CP Port

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
LATEST VERSION: cp_port_b5v2

cp_port is an Attack/Defend map. RED defend their control points, BLU must capture them. And the water kills you.

This is in its beta state. If you find any problems with this map, please tell me and I'll try to fix them as soon as possible.



Comments are appreciated!
 
Last edited:

GenEn

L1: Registered
Jul 16, 2010
46
54
That fourth screenshot look kind of redundasnt, with clones of the same spytech prop lined up against the wall. Otherwise, along with the HL props, Looks fine to me.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Using half-life textures and props (such as fishing boat and some of the signs you've got) is a big no-no. Apart from that, doesn't look to bad, just replace those props and textures.
I couldn't find any fitting boat props for TF2, and I can't make models.

But I'll see what I can do.
Make sure it's obvious the water is instakill, and that its not too easy to push people into it.
I'll keep that in mind. Thanks.
That fourth screenshot look kind of redundasnt, with clones of the same spytech prop lined up against the wall. Otherwise, along with the HL props, Looks fine to me.
Yeah, I can be a bit copypasta with adding props. I should get rid of that habit ;D
I really like the architecture in the last screen. reminds me of the first HL a little bit
Thanks.
The last screenshot just looks like a spam of oversized overlays... Consider changing it up to be less painful on the eyes.
Now that I look at it, some of the decals seem like they shouldn't be there... I tried to hard to keep the walls from looking bare :3

Thanks for the feedback, guys. I'll try and find a bit of time to make changes to the map.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
UPDATE
* Removed unnecessary clones of props.
* Replaced them with environmental brushes.
* Removed unnecessary and distracting decals.
* Added props to make knocking enemies into the water slightly more difficult.
* Added Invisible brush to one of the fishing boats to stop people from camping on it.
* Added various signs warning players that falling into the water means death.
* Updated the map's navigation mesh.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
I might use Vig's ctf_laynedecker props.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
UPDATE
7/12/2010
* Removed HL2 props.
* Added some of Vin's ctf_laynedecker props. (thanks, Vin!)
* Removed the metal platform next near the third CP and extended the one closer to the RED spawnroom.
* Added some more details in the skybox.
* Changed map's name to cp_port_b2 to show the map is still in beta-state.
* Updated Navigation Mesh
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
Looking at the first screenshot alone I can see the map is way over-scaled, the truck, which is used for huge cover or out of grounds decoration is sitting where, in a more reasonably scaled map, there might be one or two smallish crates stacked there. It's just that your map is probably twice as big as it should be. Because of the detailing that's gone into this map so far, it's probably going to be very hard to try and fix, sorry. I'm only getting this from the screenshots, so I may be wrong, but when looking at scale, a really good tut is this one here so you don't make the same mistakes in the future. Also is it just me or do your stairs look huge?
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
The final area was designed to be quite large and open. Although I could make the walkways a bit smaller and space out some of the props, it does seem to play well.

The stairs, however; I've always had a bit of trouble with them. I'll try and get around to tweaking them and making them the right size.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
UPDATE:

8/12/2010 (b3):
* General optimisation.
* Added fades on props.
* Smoothened sharp edges on the ship in the final CP.
* Tweaked the walkways in CP3 slightly.
* Moved the portable ramp so it overlooks the route to the final CP to help Snipers to pick off Sentry guns and extra defence.
* Added some health/ammo packs.
* Replaced some of the Spytech computers with different models to add more variety.
* Fixed stairs being massively out of proportion.
* Changed Skybox texture to sky_well_01 (the skybox used in Well).
* Tweaked the 3D Skybox so the sea-floor uses the same texture as the one in the gameplay area.
* Changed some textures.
* Tweaked Navigation mesh to (hopefully) stop bots from trying to run through closed doors.
* Fixed doors not opening when its respective CP is captured.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
UPDATE:

13/12/2010 (b4):
* Added SHEDLOADS of detail to the first CP and the skybox.
* Lowered delay time between points capped and their respected doors opening (was 2 seconds, now 1 second).
* Changed wall textures in the second CP area.
* Added a bit more lighting to the RED spawnroom.
* Lowered background noise volume.
* Removed navigation file due to laziness.
* The large blast door blocking the way to the third CP can now be opened by the RED team before the second CP is captured.

(apologies for the triple post, but this map is still being worked on and the thread needed a bump)