CP Tethys

Egan

aa
Feb 14, 2010
1,375
1,720
Should colour the team bases cause its hard to tell which side is which. From the blue perspective, is there a route to the right of the point? Is there any ammopacks there for red there? Cause just a medium on the point looks like it might not be enough for engineers. The upper ramps look a bit sniper/soldier friendly but hard to tell without gameplay. Point 2 looks pretty good.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
It seems like your game logic in the a2 version is broken. Red team spawns inside blue teams spawn, Blue team is not able to capture the points, the HUD is not showing etc. I'm also getting a bunch of console spam:
YB2UGnV.jpg


Mainly these errors:
Code:
[COLOR="Red"]info_player_teamspawn failed to find control point round named 'mscp_round_1'
Error! No control points found in map for team_game_round mscp_round_3!
filter_activator_tfteam failed to find control point named 'cp_2B'
[/COLOR]

Also some other stuff you might want to take look at:
You can get stuck on this displacement:
QYiLccK.jpg


This door will only open for Red team:
pdktwgk.jpg


Missing clipping:
C84SZnq.jpg

1jaPS4B.jpg


You can get behind those crates, by crouching under the pier/bridge, the crates are lying on
0Zsm46s.jpg


A pretty obvious nodraw:
xSqz9T9.jpg


Long sightline (It only covers one minor exit, but it's pretty long anyway):
PNav8z1.jpg
 

Freyja

aa
Jul 31, 2009
2,994
5,813
What were the opinions from today's test? I'm not able to catch them so you guys need to tell me in here :p From the demo I gathered that the second point was a bit meh but It's hard to tell without playing it.
 

Harribo

aa
Nov 1, 2009
871
851
A was rather open whereas B was rather chokey for blue to push into, blue's spawn door on the opposite side to the water wasn't working and so therefore that side of the map didn't really get used properly. The ship sails I found annoying to walk around and there were a fair few non solid crates that got abused with sentries
 

Egan

aa
Feb 14, 2010
1,375
1,720
This entire area behind red's 2nd was not used by either team. No engineer would build back there because it didn't look over or defend the point, and no offensive came through there since it was faster to just use the ramp in front of the point.
d5167788.jpg


The front part of 2nd was cool to defend on, but it seemed too easy for the attackers to dart at that area once they captured the ship. Also the rope piles on the ship looked like mounds of poop.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
This map is just too flat imo, add some heights/angles, and work on your chokepoints, because it looks like you just have put some random buildings on the map actually. Even the control point areas are too basics, they are just a flat thing where you can't get any advantage by the design of the map.

It was really annoying to get out of the water too, you always need to find/reach the exit wich takes a lot of time work on that.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Updated to a5.

Took into account your criticisms, as well as the test of a4 yesterday. Remade most of the map. Hopefully a lot better now.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
this is so cool
 
Sep 7, 2012
638
500
Your map is looking great so far! A few minor concerns I thought you might like to know about:

First, there's this raised platform above the water behind blu's spawn on stage 1. You've clipped it off so the non-jumpy classes can't access it, but soldiers and demomen still can, but when they do they hover on your clip brush unrealistically. Maybe clip it all off, up to the skybox? Picture below:
cp_tethys_a6b0000.jpg


Second, I got stuck on this fence a few times, almost like the building used to stick out a bit more but then got moved, while the clipping brush stayed in the same place. Picture below:
cp_tethys_a6b0001.jpg


Third, it's hard for me to tell where I can walk under these sails without hitting my head. Perhaps if you put another crate or something wooden underneath at the right position so that walking next to it, you'll never need to crouch? Picture below:
cp_tethys_a6b0002.jpg
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Okay. So.

Lots of work done on this map.

I've remade Blue stage 1 spawn area, remade 1-1, done up 1-2, remade 2-1, remade 2-2.

Screenshots:

Blue Spawn:
2013-11-22_00003.jpg


New 1-1 (new ship model, wider, different attack routes)

2013-11-22_00004.jpg


New 2-1

2013-11-22_00008.jpg


new 2-2 (with fancy new trees)

2013-11-22_00007.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Some funny things going on with the ship. Figured it was better to show you than leave a note.

701E55D4F2160EEB8A385A295BC900A1D313E6F6


BD2695B38D45B23696EED91D5C421F90C9B0A519


Also at least one face with a busted UV map:

B01F055FC9B6BB9D03871A92740144F5A995BD81


I took this because it was the first spot I saw the wireframe thing, but it looks like it has a UV issue too, on the wood attached to it.

BD18339198957D7FEA25FE516DD1D769D5F481B5
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Yeah I have absolutely zero idea why the ropes are doing that. It's just another weird source bug.

And I can't be assed fixing the UV's, it's alpha.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
It takes a lot less effort to fix a stretched overlay than it is to do it on a model. Especially with steampipe model compiling being temperamental.
 
Sep 7, 2012
638
500
3-2 really needs a good flanking route.
A general theme I'm noticing is "long lower routes that leave the player feeling isolated and out of the fight for long periods of time".

Otherwise I look forward to the update where Valve buys it.

EDIT: I also don't really know what I wanted to say here, but I was going to use this picture to help me say it:

pl_badwater0000.jpg
 
Last edited: