Snowbound

CP Snowbound b2

NoodleCollie

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Jul 30, 2009
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So this is my first proper try at making a 3-stage A/D control point map. I originally came up with the idea of a snow-themed base right at the beginning of January 2012 and have been building and doing basic testing with bots (ie. route lengths and attack directions). Right now I'm at the stage of being able to release an alpha to be tested, in regards to whether the layout works, the arenas are the right size, the gameplay is balanced, etc., and really to ensure that it's fun to play before I start solidifying things and texturing/detailing/lighting.
 
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phi

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Nov 6, 2011
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Naw, I'd say that's a good place to be at the time.
Displacements are always a good thing to have completed (at least for the ground) because they tend to take up a different space when painted than when not.
Looks good, I can't say I'm fond of the orange dev texture but that's just me. Throw it up on a gameday and let's test this thing.
 

NoodleCollie

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Jul 30, 2009
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Screenshots have been updated.

In terms of the dev textures, I generally go by the rule that if it's upright then it's orange and if it's flat, or close to, then it's grey (bar things like doorframes/red or blue spawns). As far as placeholder textures go I'm not that fussed what it looks like. :p
 

NoodleCollie

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Jul 30, 2009
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Yeah, the whole cliff face idea I thought would be cool but I was worried about it being too easy to abuse with classes like Pyros or sentries, so I only left the side route open to that risk. Maybe removing the bits of fence to the left of the control point "block" would be OK...

EDIT: Just realised I haven't placed all the health and ammo packs I was meaning to, I'll update that tomorrow.
 
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May 2, 2009
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Just remember to rename your map if you reupload it, something like a1a.

Also in the first image the height of the cliffs and roofs suggest that its by rocket jumping you'll hit the ceiling of the map. I didn't test this but if so you'll be hearing a lot from this on gameday.
 

tyler

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Sep 11, 2013
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Just wanna say that when I ran around this to make sure it functioned before game day I was really, really impressed with the general layout and level of attention you've paid to this map. It's nice to see a 3 stage map with all 3 stages from the get go and I think it looks really good already.

I will say I am concerned that 1-1 is too far from BLU spawn and 2-1 is going to be easily missed by many people--I would already be considering moving the points before the playtest, were I you. The path from 3-1 to 3-2 seems like a spam corridor, unless I missed another route. Otherwise, the brushwork is superb and the out of bounds detailing is already very nice and evocative.

It's pretty rare that I outright praise anyone, but I honestly think you deserve it. It is a shame you won't be there to play it. I hope the demo gives you enough relevant information.
 

NoodleCollie

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Jul 30, 2009
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I picked up the e-mail notification for this while in a McDonalds waiting for a bus, and I have to say it made my evening, so thank you for the kind words.

As it happens I checked the time it took to run between spawns and points on both this map and on Dustbowl, and the travel times across the maps were almost identical, but there's always room for improvement after the playtest. If it turns out it's a bit too long, I was thinking maybe of having the near corner and the lower tunnel as Blue exits as opposed to the far corner and the tunnel. I'm also aware that the whole area approaching point 2-2 will probably be the biggest candidate for structural changed if any will need to occur, including maybe expanding the courtyard a little around the final approach to 2-2. As for 2-1, I can see what you mean about the possibility that it could be overlooked by players so I'll look into ways of remedying that, maybe by either moving its location a little or adding lights/signs/routes to draw attention.

Believe me, had I not been travelling back across England I would have loved to have joined in the playtest - in fact, as I type this I can see the map being tested on a full server - but I thought I'd rather watch the demo after today as I'm out again next weekend, uni life being as busy as ever.
 

tyler

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Sep 11, 2013
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It's not really a run time thing so much as a placement thing... people seemed to enjoy the map a lot but when you watch the STV and listen to us discuss it, you'll get a better handle on it. Great job though, went well.
 
Sep 19, 2010
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Usually someone will post the demos in the gameday thread. Give it a day or two and you should be able to find it there. :)

I played your map today and had a pretty good time. However, I did have trouble finding health packs. I'm not sure if there need to be more, or if I just couldn't find them haha. I also felt like the resupply lockers were pretty far away from the spawn exits. I like to be able to rush back to the spawn and be able to get more health and ammo pretty easily.

I really liked this area of the map:
cp_snowbound_a1a0000.jpg
 

phi

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Nov 6, 2011
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One thing that bugged me was that on the final stage, final point, as defense you have to do practically turn yourself around in a circle to get out of spawn.
Very nice map otherwise, though, I think this has promise.
You should try opening up 2-1 to the cliff, it would be more interesting (and also you should add more signage to the point since that was probably the one where it was the hardest to find it)
 

Yacan1

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Nov 7, 2010
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This was fun in game day, I enjoyed the subtle dev detailing. It's a bit annoying with the dead ends and such but it was fun overall.
 

NoodleCollie

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Jul 30, 2009
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Berry: I think I instinctively end up putting resupplies quite far away from the spawn doors because of their potential for...well, constant resupplying, but that's probably being over-cautious. I'll look into moving them. I did a recent pickup-pass over the map with health and ammo but they're always up for changes.

PDT: I'd built those spawns around the idea of being able to look out over the point from above, though in gameplay terms that probably does make them awkward to get out of. Again, concerning point 2-1 and the cliff, if I can ensure that it's not going to be too aversely affected by Pyros and sentries I'll look into removing more of the fencing.

Yacan: Where abouts were these?
 

Yacan1

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Nov 7, 2010
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Yacan: Where abouts were these?

Oh jeeze, I have terrible memory, uh, there was one little pocket I remember on the second stage, has medium health and ammo, I think? Near a truck. sorry I can't be helpful with that
 

NoodleCollie

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Jul 30, 2009
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Just watched the demo through a couple of times to pick up all the stuff that was said, and I reckon my favourite comment was the suggestion of CP Frostbowl. :p

It was indeed true that Dustbowl was an inspiration and benchmark for some of the map (who would've guessed), and it would be useful to hear which bits specifically (if any) seemed to borrow "too heavily" from it so that I can look into them. Other than that, it looks like the main things will be a bit of a redesign of the first area is appropriate in order to reposition point 1-1, and tweaking some of the other points to make them easier to defend, as well as the page-full of tweaks I now have.