CP Dixie

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
This map was made to help demonstrate a technique I'm honing, which will be posted as a tutorial in the near future. The idea was to make a working, optimized map in only 24 hours. I'll be posting the alpha soon.

CP_Dixie is a small 4 CP map named after Dixie Alley, the belt across the US wherein the most tornadoes are found. As such it will eventually focus on this theme.

Screenshots:
Blue's middle cp:

Red's last cp:

The middle bridge/central fighting arena:


Details are very rough at the moment. Just tried to get as much TF2 flavor in for the amount of time spent. Comments/suggestions welcome as always ;)
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
wow. And you where talking about having this idea a couple of days ago. I can't belive it how fast you did this!

I want to see it in-game. But I have to get home first :p
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Updating:

Cover screenshot:
dixieef7.jpg


Link to bsp:
http://forums.tf2maps.net/downloads.php?do=file&id=470
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Is it raining? I didn't know you could do that! How did you make it rain?

I'm downloading the bsp now, it looks great!

EDIT: I've had a walk around it by myself, and the map seems very solid. Needs more playerclip, though.

The rain and thunder really gave the map a special, unforgettable mood. I love it, because it doesn't feel out of place. it's just different, in a good way.

I was actually planning to have my own map in a rainy setting, I just didn't know how to do it, so I kinda forgot.
 
Last edited:

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
BreadHead,
Thanks! The playerclips are definitely wip ;)
Rain:
Func_precipitation. I used a dark grey/blue with density 11 as I only wanted a drizzle. The sounds used are a 2fort water soundscape, with a generic ambient water drizzle noise set to play everywhere at volume 4. The thunder is generated with a logic_timer set to oscillate randomly in the range of 20 seconds to 40 seconds, if I recall correctly. There are two thunder ambients with volume 4 and play everywhere; one triggers on timer high and one on timer low.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
There's a distinct lack of openness to the map and some of the control points seem a little lacking in terms of layout. The first CP for each team only has one entrance which is never a good idea.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
There's a distinct lack of openness to the map and some of the control points seem a little lacking in terms of layout. The first CP for each team only has one entrance which is never a good idea.

I'm actually having some trouble balancing how fast the enemy captures the last point. Having only one entrance is definitely not part of the problem. One entrance is only bad when you open from a tight corridor into a spacious area. (Think Goldrush point 1-1 to 1-2.)
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
I disagree mangy, only 1 way to a cp is not good man. On the other hand I haven't played it yet, maybe you did a trick that it balances out for some reason. :)
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I'm actually having some trouble balancing how fast the enemy captures the last point. Having only one entrance is definitely not part of the problem. One entrance is only bad when you open from a tight corridor into a spacious area. (Think Goldrush point 1-1 to 1-2.)

Every control point in TF2 has more then one entrance to reduce the predictability of where enemies will appear from and to give people a choice which would most likely open up some strategy such as, "They've got a sniper watching the right entrance ; Let's go through the left entrance."

One entrance into a battle area is bad design. mmmkay? :laugh:
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
yeah...defense is really hard, but then so is attacking
it was mostly a stalemate in the middle when i was in the game

and yet, that proves it is kinda balanced
Raising the respawn times should fix that up, though...today i think the server was cutting short the respawn times. Like...the timer would start at 16, then at 12 you would respawn...I thought that was a bit strange.
 

doctor killing

L1: Registered
Dec 24, 2007
21
0
i played this today i really liked it
the only problem i had was that the spawnroom doors didnt fully open brefore i reached them, so i was running into the door, but this was probaly caused by my 200 ping