Crossroads

CP Crossroads B5

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Ok, i have two bits of feedback, and i think i touched on one of them in the plugin.

1) the brushwork connecting the windows at mid to the bridge looks kind of... kludgy. Maybe this is just me, but i have a hatred of brushwork being used to make things like Planks, branches etc- point 2/4 on freight makes me die a little inside. If there's a way to replace the planks with props, i think that would improve it. Maybe the wood planks that go over windows would be the sort of thing, but too small. Bits of corrugated metal? I dunno, but brushwork planks make me sad. That might just be me though.

2) The final point doesnt feel very final. On first seeing it, attacking it, i got confused, because it looks like a second point- Not a mistake you could make with badlands/coldfront/well. Something to be fighting over would be good. Maybe some granary-missiles behind the spawnroom? or a laser on top of the spawn or something. Remember how people complained about how fastlane had nothing at it's final points? Yeah.

3) I dont like how un-obvious the health at mid is. Maybe having it stick out of the water?

I really enjoyed the map when i was playing it, with a variety of team sizes.
 

jpr

aa
Feb 1, 2009
1,094
1,085
B3 teaser
cp_crossroads_b30000.jpg

I'm currently working on visual stuff and optimization, as I noticed it had some serious flaws (almost the whole map is rendered when you look at the mid from point 2/4)
 

jpr

aa
Feb 1, 2009
1,094
1,085
I've been thinking about the shortcut, most people seem to be able to use it the first time they play the map, but there are people who miss it at first. I don't intend to remove it, but I might add a door in the spawn that closes so that people can't go the wrong way.
 

jpr

aa
Feb 1, 2009
1,094
1,085
More b3 stuff:
cp_crossroads_b30001.jpg

A better look at the new blend textures at mid.
cp_crossroads_b30003.jpg

The door I was talking about in the last post. This will prevent people from going the wrong way unintentionally, but you can still go that way if you really want to, using the other route.
cp_crossroads_b30004.jpg

Last point didn't apparently feel "final" enough. Hopefully this giant laser will fix that. There is also spytech stuff inside the base now.
cp_crossroads_b30005.jpg

Originally the forward spawns didn't have resupply lockers because the doors are one-way so you can't return for resupply. However I added them because I was asked to, and with all the different items these days, I can see why.
cp_crossroads_b30006.jpg

Some spawnroom detailing.

I'll test b2 for another week or two before releasing b3. I'd greatly appreciate spreading the word about this map into other communities. Danke.
 

lana

Currently On: ?????
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Sep 28, 2009
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Tried removing the middle window and just having it appear hanging on the wall?
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Make it appear as it does in Badwater: two wooden beams that move along with the sign (also, no middle window).
 

lana

Currently On: ?????
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Sep 28, 2009
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The riverbed texture is also pretty stale. Have you tried using the mud blends?
 

jpr

aa
Feb 1, 2009
1,094
1,085
For optimization reasons, I made some changes to the buildings at mid. Can you spot the differences?
buildeengs.PNG

Oh man, I feel like such a professional mapper doing this stuff.

By the way, as you can see, I took nerd's advice and switched to the alpine mud texture for the riverbed, and made some custom water to fit it. You can see the results in game sometime tomorrow, but right now I'm going to hit the hay.
 

jpr

aa
Feb 1, 2009
1,094
1,085
Lotsa pic ahead! I wish this forum had a
command...
cp_crossroads_b30020.jpg

Custom blue skin for the raygun, broke smoothing groups, fixing that later.
cp_crossroads_b30021.jpg

Added all sorts of junk underwater, with no collisions of course.
cp_crossroads_b30022.jpg

The map needed this too
cp_crossroads_b30023.jpg

And here's the mid from above, with the custom water
cp_crossroads_b30024.jpg

Self explanatory I suppose. In order to have all the windows visible I'll probably need make them all a single model...
cp_crossroads_b30025.jpg

The same from the other side.
cp_crossroads_b30028.jpg

Here's the new door again. But there's something about it I came up with last night, and am very proud of...
cp_crossroads_b30029.jpg

Yeah, it's a one way door. I though it might be problematic if you can't use that entrance to get in, so here's the solution. With a custom doormodel that has the no entry sign only on one side.
cp_crossroads_b30031.jpg

I also added some dirtroads here.

Wheee
 

lana

Currently On: ?????
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Sep 28, 2009
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The river through the middle looks a lot more like a muddy riverbed now than an orange paint disposal area.
 

Jonny

L2: Junior Member
Oct 29, 2010
52
5
Your maps looking nice, if a little bland.

Good to play, with a good layout, the only thing blighting that was possibly too many health packs. I found soldiers quite powerful who kept refilling their health.

One screenshot of some boxes I got stuck on when I backed into them. Make sure you clip these so people slide round them, same with any geometry that juts out too much.



Possibly remove the med health pack (or make it a small one) in the three windowed room behind the second CP. It gave the attackers too much of an advantage pushing to the last point.

Really good routes to the CP's especially the side ones to the mid cp, very nice! You don't need to change much on the layout. As for aesthetics, your map looks pretty bland. Try pushing the sunlight intensity up a little and play around with colour. Otherwise, think of highlights to put in the level, such as lights or interesting props and focal points, something that makes the map more than just lots of shacks n sheds.

(Infact what about checking out that new constuction site theme?)

Finally, I felt the last point was a little easy to cap, but thats just my limited experience. This map should turn out very well with some polish!

GJ
 
Apr 13, 2009
728
309
The shortcut from spawn to mid that you unlock after capturing mid is a pretty neat idea (because it doesn't force you to rebuild teleporter entrances if you had any). Might give mid owners a little too much of an advantage though, I don't know I didn't check the distances, just a feeling while playing.
I had some trouble telling what windows were bulletproof and which ones were open, from anywhere but very close. If you can, I'd remove the crossbeams on the open windows, or other wise make it very clear from a distance that they are open.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I think the map is a lot of fun. But mid can be hectic and hard to cap back. With the shortcut/flanking route you have people coming at you from all sides. I rarely stayed on mid point for more than 5 seconds.

Deffinately a team effort for that one. Good or Bad???

Seems like a lot of ammo/health packs too. around every corner there's another. Seemed to make it easy for scouts to dominate, hit you, get health, hit you, get health...

Someone mentioned longer cap for last point which I think would be good. It seemed to cap really fast after 2nd point on almost every round I've played (6 rounds)
 
Sep 1, 2009
573
323
Jonah Fix the fact that the last point can be ninja capped and I will love you for ever more.