Alpen

PL Alpen rc1

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
pl_alpen is a one stage payload map using the alpine theme.

Current Version: RC1

Map Overview (2MB) (RC1)

More Images:
Screenshot1
Screenshot2
Screenshot3

I've been working on this since Summer 2011, this is also the reason why there a some major layout problems that can't be fixed, except by recreating the whole thing. :O

This is the first map that I show to the public.
In half of the development progress I thought about scraping it and continue with a new one.
But I decided to finish it,because I want to prove myself that I'm able to do so.

The name "alpen" basically means "alps" in german.

Thanks to all testers.
Special Thanks:
Aidelos|Radoc|Xeramon
Plaza|Kampfkater Hasso|Cacao
Nextra|.sileZn|iLLzTaR
Barracuda|Hannihalfer|Onkel Pyro
MangyCarface, for his great Frontier Essay.
bob+M|M+ for some great feedback.
takkYu (Schlachtfestchen) for testing.
GHQ Community for testing.
Big thanks to eerieone for helping me with optimization and file size.

And of course YOU, for reading this and for giving me some feedback.
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Reminds me of Lumberyard c:

The detailing is nice, though I'm wondering why there is a minecart in the second screenshot.
 
May 2, 2009
320
306
The second screenshot shows long straight line to push the cart and it seems to be very good position for snipers. Otherwise looking very nice. :thumbup:

-----

I tested it alone and saw couple of things as problems. Althought these impressions came from running alone and withour opponens so real battle situations may vary. Some of these are simply basic mistakes.

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Map seems to have many resource cabinets and in blue starting base the wrong cabinet opens as I'm standing here.

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Scary dark corner in blue base.

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Little bit hard to get over this rock. If I would run straight where I'm pointing I'd hit invisible wall.

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Invisible wall. I know now that it is border of the map but I wouldn't know it without hitting it fist.

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Good sniper position perhaps.

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It's really hard to tell that I can't go through this door and I have to go around it from the right behind this wooden wall.

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Sightline straight to the blue second spawn. Can become a problem.

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Second dark corner near 3rd point.

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Huge straight line and sightline for snipers and defenders. May become a problem as defenders will most likely run through this door.

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I can see all blue spawn doors from one position = Easy to defend and no room to flank as attacker. Also should that window be see through or is it working right? Also tiny mistake in the logo as "industries" is missing tiny bit of its bottom.

I hope my effort is helpful and not seen as flames. I tried to be constructive with this post. And the maps looks great!
 
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Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
Thanks Tom, some things I already know.
But also some new and great stuff.
Sightlines are the mainproblem I think.
But it´s good to have some other peopls opinion, for example the 4th image, i really thought this is clear.

I´ll fix what I can in B2.
Big Thx.
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
This map is beautiful! Downloading as we speak.

Might host it some times on my server! :D
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Guys...srsly?

Bloodhound and other mappers don't need critiques like "Nice map
smiley_emoticons_silvester_ugly.gif
", "Cool map".
Just say what you like on the map, what you don't like and what improvements you got.
Because feedback like "Nice map", "Cool map" do NOT helps the mapper.

On the other hand, please feel free to say when you like stuff. It isn't as helpful, admittedly, but it does make a nice change from many posts here, which often tend to be lists of downsides.
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
01/08/2012
Release Beta2
- fixed serval (sniper-)sightlines
- replaced the building near CP3
- minor track modifications to fit the new buildings
- general disadvantage for red (balance)
- many minor bugs
- oneway spawngate in red´s first spawn can now opened from outside


EDIT:
01/09/2012
Release Beta2a
- no geometry changes
- fixed some gameplay breaking bugs
- small tweaks and balance changes

Download RC1
 
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Rasputin

L3: Member
Sep 20, 2008
107
20
So the aesthetics were alright for the most part. The most prevalent criticism that was had was the general layout of the map, which was thought to be "mazelike" and it felt like the flanking routes were way too numerous in most areas.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
Guys...srsly?

Bloodhound and other mappers don't need critiques like "Nice map
smiley_emoticons_silvester_ugly.gif
", "Cool map".
Just say what you like on the map, what you don't like and what improvements you got.
Because feedback like "Nice map", "Cool map" do NOT helps the mapper.

how dare people take their time to say something nice about the map
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
So, i think i now know the reason for the shitness of this map (as proved on gameplaytest).
I always tested that map with around 10 players (every time more or less the same players).
consequences:
- spawntimes are too low (DM-feeling)
- sightlines are so long (few players = very few snipers
- it´s like a maze (last point)

So I already have planes how to fix that stuff, but if anybody have an advice...
 
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Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
RC1 released!

Code:
07/12/2012 - RC1
- much fps optimization (thanks eerieone)
- much more detail
- file size optimization (55mb->46mb)
- fixed that CPs wasn't capped after the cart passed

- made the area around final a bit wider
- balance changes on CP1/3/4

Download RC1

pl_alpen_rc1_1.jpg

(More Images in the first post)