New Submission: cp_complex_a1

T

The Asylum

Downloads: A new file has been added by taotd:

cp_complex_a1

5 point CP map, multiple routes including underground tunnel system

Screens:

cpimpassea101qt2.jpg




 
Last edited by a moderator:

Corion

L2: Junior Member
May 17, 2008
67
8
Hullo!
Interesting start to a map you've got here.

Here are some suggestions/feedback:

  1. Someone else was already using the name "complex" for one of their maps, which was a remake of a map called Complex from Rareware's N64 games Goldeneye 007 and Perfect Dark. I'd suggest picking a new name to avoid confusion.
  2. You've got some areas in your map that are too small to comfortably go through (vertically or horizontally). This includes:
    • The crouch area next to each spawn. This is really too long of a distance to make people crouch. It's not really fun for people to have to go through these places, and it's not a good idea to have unfun places in your map, so you may want to rethink these spots.
    • The hallway to the overlook at each team's first point. The gap here is really too narrow. Hallways should be at a minimum about 112 units wide. Doorways can be slightly smaller, but the one you have there is just too narrow.
  3. The underground area is a fun idea, but what isn't fun about it is getting trapped down there. I know you've indicated that there are no stairs right there with a sign, but you should have stairs at SOME place in your map to get out of there - perhaps in the middle someplace?
  4. Your map is enclosed in a huge box. To understand why you shouldn't do this, you should read this article:

    Half-Life 2 Map Editing Optimization Guide

    Basically, this makes your map take WAY WAY longer to compile than it should and also much harder to optimize. Essentially, you should think of even outdoor areas as indoor rooms, but with skybox textures for parts of the wall - this will help optimize your map and compile MUCH faster.

This map is off to a great start. Keep up the good work. :0)