Crossroads

CP Crossroads B5

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I was getting some really bad framerates during today's test, so I decided to investigate. Here are some wireframe images where I was getting particularly bad performance:

This is BLU spawn. I think a lot of these polygons account for the trees and miscellaneous other objects outside. If you're not using areaportals, you should add them.
cp_crossroads_b3a0000.jpg


Middle was also very bad for me. Again, lots of extra trees are being rendered. I think a hint brush would fix this problem, one that would split the visleaves so that I can't see around the corner.
cp_crossroads_b3a0001.jpg


Speaking of that corner, it's still rendering across middle from the bend between second and mid. That's a lot of trees over there.
cp_crossroads_b3a0002.jpg
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I dunno what you've done but this map is stalemate city now. Honestly i prefered this map mirrored as opposed to rotated but it was your call to change that (i thought it gave your map character and originality). With all the corners i didn't think there was much of a balance issue, but that was your call.

Anyway, with regards to the test. CP2 was too easy to defend. It was close to a corner where people (pyros particularly) could blindly ambush attackers. I'd have said atleast remove that open window or provide a wider access point for attackers to assault from. The narrow-linear corridors between CP2 and 3 made it incredibly easy to predict player movement and class tactics. This is partly why (as far as i can gather) CP2 was so hard to capture and hold.

Other complaints are as such: Being able to climb the grate to get to the small health packs at mid. This was very OP for Spy's.

The displacements at mid are very bumpy when interacted with (not physically bumpy, they look quite smooth). I was frequently getting caught on and sliding across non-walkable displacement edges that looked walkable, when entering and exiting the pond at mid.
 
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jpr

aa
Feb 1, 2009
1,094
1,085
I increased all spawntimes, that is what caused it to become more stalematey, and I think it's a step in the right direction. I think I can achieve balance if I reduce them just a bit in the next version. That should get rid of the problem of cp2 being too easy to defend too, as in the last version it seemed too difficult to defend.

Also, it's good that you pointed out the grate thing, I hadn't noticed that myself. I'll remove it's collisions or something to make it impossible to climb. I'm also working on the optimization.
 

waxpax

L5: Dapper Member
Feb 25, 2011
238
151
We pugged your map tonight, verison b4. Sniper was really powerful at mid, mid also had kind of a strange fight because it seemed like we just lined up on the ends of mid and tried to spam each other with one or two soldiers bombing in to mix it up a little. Kritz was also really effective since it's pretty cramped on a lot of the map. It took some of us a long time to figure out how you did the first forward spawn but that was probably just because it was the first time we played it.

Stv: http://dl.dropbox.com/u/21561105/New Map PUGS/20110225-2148-cp_crossroads_b4.7z
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Map is shaping up into a solid beta. Add more details in the out of bound areas/horizon Not really sure what else to say about gameplay other than i agree with waxpax. Gameplay at mid is particularly linear.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I'm starting to feel you should clip the little walls on the bridge, the amount of times i backed up into them and got stuck as medic and lost an uber is just frustrating for what it is. Clip the walls, or make them thinner so they're less cumbersome. The space on the bridge is already pretty limited and as a medic there's almost no place to take cover from snipers besides behind your own team mates who're jumping all over the place trying not to get hit themselves.

Oh, and clip your tracks outside CP2. I jumped into them a number of times only to get stopped right after jumping. That could end very badly for players fighting a good sniper.
 
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Tyker

L5: Dapper Member
Jun 1, 2009
232
142
I did not play well enough to get much of a gameplay idea, so here is some detailing feedback:

http://i.imgur.com/YzwbW.jpg
http://i.imgur.com/tqlyh.jpg
You could lay the planks out more uneven and cut chips out of them. It's small but adds a lot.

http://i.imgur.com/ggy1z.jpg
I like this building. It caught my eye for some reason. Simple and effective detailing. Only thing to change would be to give the metal door an intrude to give it more depth.

http://i.imgur.com/mz0Fi.jpg
These walls are too thick for the windows. You could bevel the top and bottom brushes and put the model in the middle to make it look a more neat, but I think the best course of action would be to make the walls itself thinner.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
I think broken wall or different style roof would be better looking solution, right now those small buildings look pretty odd.
 

jpr

aa
Feb 1, 2009
1,094
1,085
So gigantic necrobump here. I still can't get over how few servers run this and I think it's at least partially because people just don't know where they could play this with multiple people and never get to know how it actually plays, and won't want to run it on their own servers just based on screenshots.
So I was thinking of maybe having some sort of a crossroads marathon type event where one of the servers would only run crossroads for multiple hours. Opinions on this?