Powderhorn

CP Teddy final

honeymustard

L9: Fashionable Member
Oct 26, 2009
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a3 is out now, see changelog. have some more ideas for changing up B a bit, but want to see how the blue forward spawn amongst other things change things.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
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a4 bump

- Removed Red spawn exit into the vent
- Removed health pack on top of A
- Added medium ammo pack to A and outside B lobby
- Added slope outside B lobby to ammo pack
- Removed long sightline at A
- Lowered hill between Blu spawn and A
- Reduced B cap time by 2 seconds (10 to 8)

Also built cubemaps in this version (only forgot them in a3 though..) and added better soundscapes. Hopefully last alpha before beta and detailing.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
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Waiting for a4 to be tested, I've started to detail the BLU spawn (doubt I'll make any major changes from a4->b1):

2j3s8es.jpg


30ux1g7.jpg


Some odd shadows on the dish due to a skybox brush being through the top of it :x
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
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Thanks. I'm trying to combine elements from both Thunder Mountain and Sawmill, along with a few swamp assets (can't really see them in those pictures though).
 

RaVaGe

aa
Jun 23, 2010
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For your second screenshot, you have a good choice of textures, except on the right part who breaking the tone with the main building. Perhaps it would be wiser to leave the right building in the same textures as the main building for staying in the same tones.

For your roof I think the dish is misplaced and you have too many models of chimney.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
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Yeah, you're right about the textures. I wanted two buildings/shacks built onto the main building, though due to the height of the one on the right, it doesn't really fit. I'll switch that to wood.
The chimneys and dish is inspired by the Blu buildings in Thunder Mountain, but maybe they're a bit out of place looking back.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
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To be honest, those chimneys should go all together, they don't really fit the style and grayness of the surroundings, not to mention the big dish and other details on roof make building look good enough.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
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Haven't watched the demo yet but glanced over the feedback comments left.. pretty disappointing to be honest, no one said anything about it being overscaled in the last three tests, though ravidge's note seems to contradict this anyway. The map is based on gorge's size so to me it feels about right in terms of scale.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
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Ravidge's note doesn't really contradict it much, the outside areas are way overscaled and inside it may be slightly too enclosed and slightly underscaled possibly. The outside may seem very large because of the amount of open space there is.

Here is what I'd do to try and make everything seem smaller.

cp_teddy_a40000.jpg


The new red would be an extension onto the building, a place where blue can hole up and build up uber to attack the point, or a suitable place for red to set up at the beginning of the round. Doing this cuts the huge sightline here, breaks up the spawn from the actual point are a bit more and just would make the place feel smaller. Having 2 small ammo kits inside this new area (or 1 medium and 1 small) would help make sure engineers have enough metal to build and also for any attackers who have depleted their ammo on the first rush from the setup time finishing.

Adding more ammo and health around the point as well will help make the area more interesting and shift the battle about a bit. Where there's health and ammo, there will be people fighting to hold that area.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
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The scale outside could do with being reduced by about 20%, but what you need to realise is that Gorge has a linear layout, your map does not. So it's a long walk around the outside and there's almost no detail cutting LoS.

Inside seemed to have been overscaled as well BUT the rooms are empty. Throw in a load of medium to large props and the space will seem a lot more reasonable.

Throw in more detail that forces slightly more linear player movement and focuses players attention to specific locations such as a particularly obvious OP sniper spot or something.

By bringing BLU's exits slightly closer to each other, you can allow BLU players to inadvertantly observe their team mates routes and provide the option to stick together more. One of the issues despite anything your map might have wrong with it, was a high level of lacking team play by attackers.

Gameplay seemed to consist of the odd sniper, skirmishing Scouts and engineers bulwarking the immediate area at the CP.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
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b1 released - http://dl.dropbox.com/u/6591985/maps/cp_teddy_b1.bsp.bz2
- Detailed a lot of stuff
- Filled up A and the surrounding area
- Added a second segment to the A roof
- Moved a route on B
- Moved some health around on B and added ammo near Blu spawn
- Some optimisation

Updated the pics in the OP. Big thanks to Rexy for the custom rock model in the cliff. Love long and prosper.

Still to do (to remind myself..):
- Adjust lobby before B and open up B a bit more if needed
- Detail red spawn and more detail in general (oob + skybox)
- Maybe adjust blu spawn and its exits? needs more testing
- Optimise some more (prop fade distances etc) and remove interior fog (difference is negligible)

also with the moved route on B, I might have to move the vent exit as it seems a bit pointless to have it drop to that exit, so I might stick it here. this would also allow red to jump in as it felt a little one sided after I removed the red spawn exit into it:

6r50ur.jpg
 
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honeymustard

L9: Fashionable Member
Oct 26, 2009
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edit: misread your post

Yes, I'll try having it both on the left and right (over the balcony bit), though I don't think it'll make much difference.
 
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Sgt Frag

L14: Epic Member
May 20, 2008
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Haven't watched the demo yet but glanced over the feedback comments left.. pretty disappointing to be honest, no one said anything about it being overscaled in the last three tests, though ravidge's note seems to contradict this anyway. The map is based on gorge's size so to me it feels about right in terms of scale.

That might be because it's a lot of the same players, and that point was already made many times.

midget31394's drawing is a good start imo. It's not that I feel the overall area is too large (Gorge has a pretty large area too - but it's divided by crates, balconies, windows, halls, bridge...), it's how it's broken up. Seeing how there is almost no cover there it makes it feel very large. And the height difference is pretty major too.

A soldier on top of the roof can do tons of 360 damage, his only worry is a sniper who is too far away to take rocket damage (unless the sniper can't dodge with 5-10 seconds of rocket being fired).
Even breaking up the roof like B on GPit would help. A soldier can do alot of damage from up there, but he's also blocked from seeing all sides of the ground by the center structure which also serves as cover for him.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
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Brilliant.



to clarify: I've addressed all that 4 posts above you. if people had said it many times, I wouldn't have said that no one said anything in the previous three tests (because they didn't).
 
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