CP Trade_patrol

Harpo_53

L2: Junior Member
Apr 24, 2010
66
3
Trade_patrol is my second go at a trading map. My first trading map, which can be found here, has been featured on critsandvich's trading server. One of their admins, NuclearWatermelon, asked me to create a second one that does not allow the two teams to come in contact with each other, but still looks good. Patrol is the result.

I will admit to not taking a year and half to detail this, but I don't think it looks horrible either. Is it the best out there? Probably not. Is it going to have perfect clipping? Probably not. Do I like it? Heck yes I do.
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
your "control" rooms look really nice, that lower-area with the circular handrails really adds a cool effect to the space
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
My personal opinion on trading maps, there are to many and they are becoming more and more overcomplicated. Your detailing looks really good, especially in the "CP" room, but it's kinda a waste when it's just for trading. I think your detailing ability would be much better spent building a real map with real objectives. Anyway, that's just my personal opinion, everyone feel free to flame me.
 
Aug 10, 2009
1,240
399
I won't flame you. I think that some people like to detail without having to go through the full map development process, just like others like to take maps to beta then they hate detailing.

As far as the detailing goes, the CP rooms look a bit square, I'd recommend putting some of the walls at angles of each other, and adding some interesting roof features.
 

Harpo_53

L2: Junior Member
Apr 24, 2010
66
3
I was actually planning on turning pieces of this into a real map at some point, and I AM working on several real maps at the moment. So don't worry about me wasting my time or abilities.

As for the square walls, I might go back and change them, or I might not. The future of this map is undecided (it mostly depends on if the people at critsandvich enjoy it). But I'd still be glad to hear any other suggestions.
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
Those slanted roofs are SO THICK. They also run too far off the edge of the building, in my opinion. Other than that, just find ways to add more detail in the some of the areas that look plain.
 

Harpo_53

L2: Junior Member
Apr 24, 2010
66
3
Mini-update. Added a small jump map to one corner (nothing complicated; even new players should be able to get through it), I fixed what I like to call Flying Box Syndrome which happens when you don't check carefully enough for floating props, and I added a simple 3D skybox. I also made the roofs less thick.

Next release should add MUCH more than this, and as such it WILL take much longer.

(Note: I MAY have done more than what I just listed...I don't keep very careful track anymore.)
 

Harpo_53

L2: Junior Member
Apr 24, 2010
66
3
Updated. Added another obstacle course (this time with OBSTACLES, not really a jump course) and some small detail areas. Also fixed some window clipping problems.