Relay

CP Relay b3

Ezekel

L11: Posh Member
Dec 16, 2008
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245
looking better, yep :)


i just noticed though, the A sign and the arrow on the left wall are overlapping - spread them out a bit so they don't overlap
 
Apr 13, 2009
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My overlays overlap by design, for better or worse (priorities are set so they don't flicker where they overlap). Think of it as one sign with a big letter and a small arrow.
 
Apr 13, 2009
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(Soon to be) updated to b2a.

I've slightly changed the layout of the BLU spawn as I was never really pleased with it anyway. Some people remarked yesterday that BLU spawn #1 was maybe too far from cap B compared to RED spawn, after actually measuring the distances, RED spawn was indeed a little closer, their path has fewer twists and turns, and it leads to much more advantageous positions. Previous tests had shown that although A is almost always captured eventually, BLU can sometimes take a lot of time to get there as their reinforcement waves are spread out and picked apart by RED roamers. So, hoping to improve all of this in one stroke, I've moved the whole BLU spawn forward 384 units and removed most of the cargo containers that were there (I'm leaving one to block LOS from the cap area to the setup gates).

I'm reluctant to touch spawn times for cap B, as its 'balance' is fragile. Yesterday it was successfully defended twice but I think the first time was just a case of BLU not knowing what to expect and me (a RED engineer) knowing exactly what to do, obviously. The second time the RED team was just that much better, as they proved by winning the following round in barely 3 minutes + setup.
I did change one thing to make cap B a little harder to turtle, however : there was a medium medkit close to the balcony on the right, it's a powerful defensive spot and BLU has no easy way to get there. One small medkit and a medium one was probably overkill for this position so I've removed the medium kit (there are more medium kits available in the area but you have to walk further away from the action).

And since I've been pestered about it in about every version, and been annoyed by it myself, I brought myself to put resupply lockers and 2-way doors to the forward spawns, hopefully without breaking anything in the process.

Other than that I've been through the feedback list for detail and minor annoyances, I've done some, others I can't because it's just time consuming and will be done for the final version only (example: reflections are wrong in places because func_brushes don't register on cubemaps, I'll build cubemaps on a diferent map version to get this right. There are weird shadows around large props because I didn't use staticproplighting yet. Etc.)
This release without HDR because I'm lazy and it's not final. :p
 
Apr 13, 2009
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http://dl.dropbox.com/u/1490725/cp_relay_b30000.jpg Vents are z-fighting. Dunno how much you care.

Well not really. Not enough to decompile and hack the existing model so that they don't, at least. :p

http://i.imgur.com/BawTG.jpg
These bars of steel are too far underneath the stairs, making them go completely black.

Yeah. A late addition that didn't turn out too well. Will fix later or just remove them.

Use an info_lighting!
I think I compiled with staticproplighting (and if I didn't, I probably should have) so that's not much of an option here.

download link is broken...
Yes, that's because it was an old version. The contest version was in the contest upload thread. Anyway, download link is now fixed.