Volkar

CP volkar 2015-09-08

Status
Not open for further replies.

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
volkar08.jpg


From the maker of that one egypt map that sucked and that other really bad one, comes cp_volkar! (working title)

Medieval gamemode map. Blu team spawns on either side of Red's castle in trojan horses (historical inaccuracy intended) and attacks one of two courtyard control points. The castle is symmetrical, so spawning on either side will put you closer to one of the points, hopefully dividing the forces somewhat and not cause the pouring out effect of degroot where 95% of Blu runs out the same door.

Capping both points opens two gates leading to a spiral staircase going up the central tower and to the final point, also to Red's spawn. (This may need to get tweaked, we'll see in testing.)

The goal was to create a map with similar goals as degroot, minus the meat grinder of the front gate and cramped final point.

And as a reminder, the map is A1 please be aware of this when leaving feedback. Textures are not final, nor anything for that matter really. I'm focusing mostly on gameplay at this point.

Known issues:
  • Water reflections are messed up due to me tossing only few env_cubemaps around to start with.
  • No spectator cameras, sorry, forgot to put it in before my last last last last final for real this time compile and I've done it enough times already, will be fixed next iteration
  • Two I/O connections that aren't in use but will be later, just placeholders for now
  • My horses are ugly. I know, they are temporary, I'm hoping to get a proper model at some point, or put more time into it myself and propper it.
  • Lighting is a bit dark on the spiral staircases. It should be ok for now, but we'll see.
  • A few dark props that need fixing.
  • I should have probably put markers around the cap points to show where the trigger is.
  • Cubemaps were built after screenshots, sorry.
 
Last edited:

Surtr

L1: Registered
Mar 12, 2011
31
1
Excellent map idea. Just remember, perseverance is key when mapping. And also remember to love all your haters. Message me when it gets into play test days.

Cheers.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Thanks for the support guys. I'll try to get it in a game day soon. I know medieval mode isn't the most popular mode out there, but hopefully my map can help fix some of the things people don't like about degroot. I have my worries about some parts of it, but we'll see in testing.
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
This gave me a crazy idea:

1st stage, Trojan Horse is a cart, blu pushes it into the castle.

2nd stage, Trojan horse is the Blu spawnroom, cap 2 points in a attack/defend fashion.

DO EET MAN
 

C00Kies

L3: Member
Sep 20, 2009
132
58
YA when i saw the first pic with the horse i though about it too
that would be pretty cool

Anyways, looks like a cool map
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
You just....... you just had to, hey Wilson.

/facedesk
 
Sep 1, 2009
573
323
It feels like there is too much of a sightline between the entrance to the castle and the hourses.....maybe thats just me but I do look forward to playing this ingame.
 

Remnic

L2: Junior Member
Jan 24, 2009
95
16
If I can make a suggestion, since your map features trojan horses, why not change your map's name to cp_troy or cp_trojan? Volkar seems strange tbh.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Yeah it's just a working title for now. It's actually a D&D character I play's name. Heh.

I had thought about cp_trojan but it almost seems too obvious, ya know?

It feels like there is too much of a sightline between the entrance to the castle and the hourses.....maybe thats just me but I do look forward to playing this ingame.

There is actually a pretty big hill in between that isn't coming through in the screenshots that well. Hopefully that'll be enough, but I left all the cover pieces as quick dev blocks to see how they play out, I can always move them around if necessary. Also each side has differently laid out cover, so I'm curious how that'll work as well.

Spiral staircases dont always work. People dont like twisting constantly.

I'm hoping that they are large enough that, with the addition of the platforms at the various levels, there should be enough room that it doesn't feel as bad. Running up as a scout is a bit of a constant twist but most of the other classes didn't feel too bad to me. We'll see.

This gave me a crazy idea:

1st stage, Trojan Horse is a cart, blu pushes it into the castle.

2nd stage, Trojan horse is the Blu spawnroom, cap 2 points in a attack/defend fashion.

DO EET MAN

It is a cool idea for sure, but I at least want to try this out a few times first. If all else fails I can always go back and modify.

I wonder how well payload medieval would work...
 
Last edited:
Jan 20, 2010
1,317
902
This looks really REALLY underscaled. Unless the screens are unforgiving. But judging by them, you need to multiply everything by like two.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
It's medieval mode. You don't want as much space as a regular mode, because it's mostly up-close combat. It's got pretty similar distances as degroot. A little larger, actually.

edit: Also, looking at the screens again, it does look kind of small from the shots. Running around it's fine though, really. The CP's around the central tower are sort of cramped areas, but that is intentional. Things like the trojan horses are pretty huge though. The height of the drops are just about exactly 256 units, if that helps any.
 
Last edited:

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
i personally dislike 256 unit drops, since you take damage if you jump. But nobody else seems to agree with me on that.

If I can make a suggestion, since your map features trojan horses, why not change your map's name to cp_troy or cp_trojan? Volkar seems strange tbh.

cp_2horse
 
Last edited:

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
cp_2horse1fort

Yeah, I'm usually not a fan of those types of drops either (I always see people taking damage at the forward spawn on gorge), but I really pushed the height scale. There's actually a playerclip raised up from the landing surface stopping people from taking damage dropping from the red spawn area.

I have already heard about one problem that might come into play, which the the platforms you drop out onto from the horses are a little too small causing them to be missed occasionally and taking damage. Also dropping from the last cp tower you can occasionally run too far and hit the back lip of it. That should be an easy fix for both, but will come up on gameday.
 
Status
Not open for further replies.