CP gameplay LATTEH

LATTEH

L1: Registered
Jan 27, 2010
42
25
gameplay LATTEH (working on title)

This is a map ive been wanting to work on for awhile i just have been stuck working on a mod.

Its pretty much just for learning unless people really like it then ill detail it.

Anything can be changed All i want from this is to learn from the gameplay. just to get better at planning for level design
 
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Raxater

L1: Registered
Jan 28, 2012
9
1
Pretty! The 2 firsts screenshots appear weird to me but the rest is excellent. Can't wait to see the final result! :D
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
This version is broken. Blu can walk straight into reds forward spawn. The door opens for them, and the visualiser doesn't block them. As such i decided not to put it in the gameday, but if you can get a fixed version up i'll remember you when it comes to impromptus.

It looks kinda nice. I like the point design, but have a nasty feeling that the routes between them might chokepoint quite easily.

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This area shouldn't be clipped: it's way too big, people will expect to be able to run in here. Either remove the clip, or place a prop here so people can see they can't run here. A minecart should do.

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Should really be red-owned until blu capture it: i was surprised i couldn't cap it as red.

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I think there's a brush missing here.

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This door- and i think all the doors- open too slowly. I ran into it as scout. Or, well, the door prop moves, but the clipping doesn't.

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Blu in reds spawn. Also, once the point has been captured, close the door to the forward spawn.

To avoid locking people in, when the control point is captured, get it to send an AddOutput input to the func_respawnroom. The output added can get the func_respawnroom to send an output, closing the door and disabling the trigger, when it is empty.
 

LATTEH

L1: Registered
Jan 27, 2010
42
25
Well thank you!

for getting into the forward spawn i couldnt figure out how you got in there... I honestly cant replicate it myself. When i try to go in the doors dont open for me even after i capture the first cap and the second Cap.


well after messing with it for a while i think i fixed it. i changed some things for gameplay too. idk if its better or worse but with bots it felt more balanced

ill upload it later thanks again!
 

Monsterclip

L2: Junior Member
Jul 9, 2011
57
37
I haven't played it, so take this with a grain of salt.

The space looks fun to play in from the shots. The thing that struck me is the railings in shot 3 and 4. Usually players want to get off a balcony quickly and get into the fight. They'll try to jump the railing first, not be able to, then be mad that they have to go around it. Or they'll try to shoot a rocket through it, miss and hit the railing, and it will blow up in their face.
I always default to no railing if I think that sort of things will happen.

Anyway, keep it up!
 

LATTEH

L1: Registered
Jan 27, 2010
42
25
after getting it tested on game day the area getting to C was to hard for blu to get thro so i think i may have fixed the choke (still wip and can be changed when ever)


Before: it was just a simple stair chase that lead down to the choke point not giving the players a real alt route

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i think i may have made a better route to get around the choke point, but still needs testing

basic sketch:
2jkG7.jpg


same spot as above: the only way to get to the top is to rockey jump or sticky launch
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otherside:
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under: may change this so it doesnt expose the players
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its not much, but i want to make mistakes on it so i can learn from them.

any crits?
 

LATTEH

L1: Registered
Jan 27, 2010
42
25
*Birthday update :D*

update to A15

-Added an alt route to C

-Added a short cut for blu to get to B

-changed the slope by A

-less messy displacements/a tf2 skybox

-added small metal to A

-Increased the width on B

-got rid of most of the Orange textures

-changed Blu spawn so its less "Cramped"
 

LATTEH

L1: Registered
Jan 27, 2010
42
25
I'm sorry i haven't updated this map in awhile (if anyone even cares about it LOL)

But i stopped to work on another map for the dangerous cargo contest on gamebanana: http://www.gamebanana.com/gb/maps/165402


since i finished that i want to start working on this level again.

i did some adjustments to the spawn timer (so blu has 4 second respawn) i also made most areas with a lot of choke points have 64 more units on space.

The area by blu spawn is a little different:

e1Ktv.jpg


I changed the area after A to be uphill (i may change it more it just depends.)

j07vC.jpg


I may make it more round.

This is my favorite project yet. Im learning a lot each time i update it (like how much a size of a room can change the gameplay)
 
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LATTEH

L1: Registered
Jan 27, 2010
42
25
I did some changes to the level with the feedback from the gameday (thanks everyone!)

I made the blu spawn more open and more closer to A

cECLl.jpg


otherside

rBmFd.jpg


added a balcony for the red team so they can defend better

bnDvW.jpg


There is also a dropdown so blu can have some soldier attack the players above

v8LQK.jpg


Completely changed how you get from B to C area (its much more open and has better flank routes (3))

Where the Narrow passage was

JEm3S.jpg


Flank route

iBtxj.jpg


An above shot

0DjmA.jpg


With these changes, the final cap plays out completely different.


If anyone wants me to post shots of it ingame (if you can't see it that well) just ask



o2snA.jpg
 
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LATTEH

L1: Registered
Jan 27, 2010
42
25
Hi guys i realize this is an old thread and i dont really thing anyone cares about this level, but i stopped working on this level and entered into a contest. now that the Red orchestra contest is over and the level is in beta i decided to come back and work on this and give it one more shot.


Going on the feedback from the last game-day this was on i added more health and ammo packs.

Red forward spawn shouldn't confuse players on which direction they should go.
I lengthened the area around that spawn and made them face the direction of A.
Vz1NE.jpg


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the blue team will still face the right direction when they take hold of the forward spawn.

NCKvi.jpg


the last cap is now on the floor and should be less "impossible" it only takes 2 seconds to capture now.

3JJbx.jpg
 
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