WiP in WiP, post your screenshots!

[O]

L3: Member
Mar 21, 2009
121
27
Ok so I've made changes to E and A in order to lessen the sniper and general higher ground fears of dominating E.

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First of all E. Added a lot more cover while staying faithful to the theme of the map [dumping of weapon transport and waste at river bed]. Not only is there more cover for when E is finally exposed, but also the top of the cover themselves are jumping platforms when the water is still full.

2012-02-21-new-E.jpg



Above shows a jumping path for scouts. they can now get to the dam faster and prevent domination.

When the water lowers to -1 there is yet another path usable by everyone. see below


2011-01-21-new-E-2.jpg



When water is at zero you can now see the full cover available from spawn to dam. No more worries of snipers. There are underpasses and hidden areas of main path to hide teleporters.

2012-01-21-new-E-3.jpg


2012-01-21-new-E-4.jpg


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Second, theres A. I've moved up the splash damage walls closer to the ledge on BLU side and made them higher so they are easier to hit by rocket and sticky. This will decrease sniper capabilities.

If they stand behind the splash walls, they no longer have an angle to shoot down to E ;)

2012-01-21-new-A.jpg



On red side of A I've removed cover by lowering all panels or removing gaps between panels so they sniper cant shoot from behind. I've also added spy / engie haunts on A and broken up the open space.

2012-01-21-new-A-2.jpg


2012-01-21-new-A-3.jpg
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
level design 101, don't designer areas with specific classes in mind, mostly certain areas develop as certain class hot-spots naturally. Designing purposefully for certain classes inherently make them OP, especially sniper ledges. Worst case scenario you have to specifically nerf a sniper sight line, other than that, dictating engi-nests with ammo drops is the only consideration you need (and in 5cp that's pretty irrelevent).

P.S. Your map is frickin huge. You should half its scale at least.
 

soylent robot

L420: High Member
May 26, 2009
499
394
making an obvious route to take just gives a more obvious route for snipers to aim at
and all your cover down there is made of props. it will be terribad to optimise
 

RaVaGe

aa
Jun 23, 2010
733
1,210
layout.jpg


Angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles...
 
Jan 8, 2011
397
393
layout.jpg


Angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles...

How do you even cope with that many angled walls and buildings? I'd get so lost making it.
 

soylent robot

L420: High Member
May 26, 2009
499
394
6AACD443FCCA3FE2FEF189F55147AA7754F00B94

bit of fiddling with stage 2 on sandblast. the cart takes a bit longer to get to the cap, and red has another spot to put a sentry. also removed the wood bridghe that allowed blu to attack to easily, and put in a secondary flanking route as a replacement

1ED2AA5F8334901E423690AC8892918EC20F10C6

also jiggled the seperate stages into this arrangement!
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
layout.jpg


Angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles, angles...

Now that's a lot of angles, even more than I attempt now, and I like my angles:O
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
pl_clifftop_a2 now with at least 80% less eyebleed!

2012-01-23_00011.jpg

That ledge above the first rock in the foreground is super exposed, you should chuck a whole bunch more of those rocks onto it's edges for cover. I believe that'd be of benefit to both directions, looking down the hill and off around the corner on the right.
 
Jan 8, 2011
397
393
Idk, you just need to draw it in your head before to do that on the grid, it's pretty easy but it need more work than usually :p

How do you build them on angles? As far as I know, the only way is to either build them on-grid and skew them diagonally, or build them on-grid and rotate them. I suppose one could also use the vertex tool.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
How do you build them on angles? As far as I know, the only way is to either build them on-grid and skew them diagonally, or build them on-grid and rotate them. I suppose one could also use the vertex tool.

Personnaly I'm using the cliping and the vertex tool. I just put a brush approximatively and clip it, to modify the brush after i'm using the vertex tools.