Croissant

CP croissant final

Trotim

aa
Jul 14, 2009
1,195
1,045
confusing and distracting players just because you want to remind the 0.1% who played the alphas that there once was a door there sounds reasonable
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Oh yyler everything you say makes other people look dumb, I think everyone can appreciate that.

*design map in a way that draws players to confusing area*

*call everyone dumb for being drawn to confusing area*

ok, got it.
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
this is almost as dumb as the arrow to nowhere in Gullywash. It does not count as nostalgia if it's less than a year old.

I was extremely confused by that, I thought the grate was perhaps a func_breakable so I'd hit it with my melee but then a spy stabbed me
I still don't know why it's there

Really, nostalgia for an arrow ? :O
 

tyler

aa
Sep 11, 2013
5,102
4,621
Oh yyler everything you say makes other people look dumb, I think everyone can appreciate that.

It's hard being right all the time but somehow I manage. Sorry that makes you uncomfortable.

But really, this is like when I told you to widen Flake, and it took you four or five versions, and finally you did, but barely, and in the video STAR made he says it really needs to be wider. Or it's like how multiple people told you 2/4 on this map was really annoying, and yet you only changed it 20+ versions into development. Someday you'll accept that people other than you have good ideas and listen to them, regardless of how blunt they are when suggesting it. Someday you'll actually listen to the people that play your map instead of ego tripping over every little decision you made while designing it.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
Just going to say that making things intuitive and fluid is part of a good design. Someone could argue that something is poorly designed if it's counter intuitive and he'd be a 100% right. If something is so counter intuitive that players still get confused after repeated mistakes, you know you have to rethink your design. It's perfectly reasonable for players to expect being able to go in this door since the exit sign was specifically designed to direct players. That's right, the current level design directs the player in that door. Also, this door model is usually animated. If doors made with this model open in maps like cp_steel and and cp_well, how can the player know it won't open on your map. Expecting the door to open seems perfectly reasonable to me in every scenarios. So reasonable in fact, that if I found out ingame that the door didn't open, I would assume straight away that the door was broken for some reasons and I'd try it again later to see if it the door worked. I get what you're saying about detailing and nostalgia but the point remains that everything about this is counter intuitive. if you really want to keep this door, you should at least account for the counter intuitiveness and add a sign that says "closed" or something. Now that would be functional detailing.

There's just no excuses for me and you can't just dismiss issues pointed by yyler as they were all valid in my opinion.
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
People really like me it seems, it's a sign above a door i closed.

Doesn't need this discussion about my personality at all.

All I was trying to say is that I have a reason why I didn't remove the signs as of yet. You may not agree with those reason but you should never belittle anyone because they have a different opinion/point of view.

Just let me design my map on my own pace and with my own reasoning you are free to give commentary but never get personal and never get mad if i disagree with you/not implement your suggestions. It seems perfectly logical to me.
 
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Arnold

L6: Sharp Member
Jul 18, 2008
283
242
Just going to say that making things intuitive and fluid is part of a good design. Someone could argue that something is poorly designed if it's counter intuitive and he'd be a 100% right. If something is so counter intuitive that players still get confused after repeated mistakes, you know you have to rethink your design. It's perfectly reasonable for players to expect being able to go in this door since the exit sign was specifically designed to direct players. That's right, the current level design directs the player in that door. Also, this door model is usually animated. If doors made with this model open in maps like cp_steel and and cp_well, how can the player know it won't open on your map. Expecting the door to open seems perfectly reasonable to me in every scenarios. So reasonable in fact, that if I found out ingame that the door didn't open, I would assume straight away that the door was broken for some reasons and I'd try it again later to see if it the door worked. I get what you're saying about detailing and nostalgia but the point remains that everything about this is counter intuitive. if you really want to keep this door, you should at least account for the counter intuitiveness and add a sign that says "closed" or something. Now that would be functional detailing.

There's just no excuses for me and you can't just dismiss issues pointed by yyler as they were all valid in my opinion.

I did not dismiss anything, I just reacted to his commentary by providing insight as to why the signs are still there. Disagree with me all you want.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
this is almost as dumb as the arrow to nowhere in Gullywash. It does not count as nostalgia if it's less than a year old.

That, iirc was pointing to a door/route that was in the pre-bought-by-valve version. Arnold can correct me on that if I am wrong..

People really like me it seems, it's a sign above a door i closed.

Doesn't need this discussion about my personality at all.

All I was trying to say is that I have a reason why I didn't remove the signs as of yet. You may not agree with those reason but you should never belittle anyone because they have a different opinion/point of view.

Just let me design my map on my own pace and with my own reasoning you are free to give commentary but never get personal and never get mad if i disagree with you/not implement your suggestions. It seems perfectly logical to me.

No one here is an expert and as such, you should not listen to them like they are experts. It is your map, you make decisions as you please at your own pace. Take everyone elses feedback with a rough grain of salt. It's feedback, it isn't always right.

Carry on.
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I have no problem with a non-functional door in general; there's one in Badwater Basin between A and B that I suspect used to be usable during development, because it leads to RED's spawn. But your door is different in a number of important ways: (1) The lit exit sign, obviously. (2) It's slightly ajar, exposing a well-lit outdoor area, so it draws the player's eye. (3) There's no skin for it that would mark it as inaccessible. (4) It's at the end of a straight stretch of concrete.

My recommendation: Remove all six gameplay signs connected to the non-routes. Then either close the door the rest of the way and delete the now-unviewable area behind it to save on filesize, or put an additional barrier in front of it. I suggest either a slightly-tilted strip of caution tape across the whole doorway, or one of those wooden barriers holding a gameplay sign pointing left/right to the control point.
 
Mar 23, 2010
1,872
1,696
could always just put some barrels or crates behind the door, i dont think i'd think the door works if i saw barrels and stuff behind it through the crack.
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
New version of croissant with some changes

*Added small ammopack and health to the lower hallway leading to final cp
*Added medium ammopack below mid
*Added medium ammopack to the ridge around cp2
*Added medium ammopack below the bridge to cp2
*Reduced overal spawntimes a little
*Added possibility for scouts to jump up to cp2 from the left side (approaching)
*Added a route to the tunnel from bridge when defending cp2
*Added a route from lumber to below mid cp
*It is now possible to use the outside of the balcony looking out on water on mid to jump around
*Cut the sniper sightline from the back ridge of mid to choke leading to cp2
*Added fences around the ridge of mid to allow splash damage
*Added the possibility for scouts to jump from midhouse to portruding elevated rock formation leading to choke

http://i.imgur.com/j2AqevX.jpg
http://i.imgur.com/VD5l0b0.jpg
http://i.imgur.com/tDLp6HF.jpg
http://i.imgur.com/UZPye5i.jpg
http://i.imgur.com/s6TegxZ.jpg
http://i.imgur.com/9fr4jiq.jpg
http://i.imgur.com/KQz1Eac.jpg
http://i.imgur.com/ozBBHfg.jpg
http://i.imgur.com/1sAp9Kn.jpg
http://i.imgur.com/V37XDqE.jpg
http://i.imgur.com/MvsQwAQ.jpg
http://i.imgur.com/buwyUya.jpg

download rc7:
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https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc7.7z
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
croissant rc8
----------------
-Adjusted spawns so you spawn faster when you capped enemy cp2
-Defenders spawn slower when defending cp1
-Spawntimes are decreased slightly overal
-Captimes have been decreased
-Added a hill on the long stretch leading to cp1 cutting sightlines and creating an area to fight over
-Added cover to cp2
-Fixed z-clipping issues
-Made some lamps jumpable instead of non-solid
-Several other bugfixes

Download
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https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc8.7z

Pics
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http://i.imgur.com/Fk0HTmA.jpg
http://i.imgur.com/M81T5Cj.jpg
http://i.imgur.com/MqCIDN2.jpg
http://i.imgur.com/0iuWD9D.jpg
http://i.imgur.com/MmAHBRK.jpg
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
New version of croissant with some changes

- Fixed the spawntimes from rc8 had a slight bug (hence the recent release of rc9 again)
- Made falling off of last cp way less punishing by elevating most of the lower ground area to half of the original stairs
- Quickly ascending from the lower area will make it more useful and cuts sightlines when you duck in and out, I'm aware it also makes it easier to hold the lower doors, but to do that you give up holding up top so that's good.
- Added a medium medpack to the lower entrance to last
- Added much needed cover and widened the flank route to lumbershack
- Fixed z-clipping issues again
- Added birdpoop decals to the floor of midhouse with pidgeons on the framework on the roof to add realism.
- Added a small ramp where the flank tunnel used to be going to last
- Added the possibility to run up cp2 from the other side using boxes and ladders
- Didn't think of a better visual solution for the crates/ramp construction going to last
- Added non-solid windows to the map to make up for the recent removal on badlands

Decent pictures
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cjJMgZ0.jpg


7gW8gkI.jpg


ANXVME2.jpg


43qogk3.jpg


1juGFgK.jpg


download rc9:
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https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc9.7z

crappy pics of changes
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http://i.imgur.com/8COquaK.jpg
http://i.imgur.com/r5ulHeL.jpg
http://i.imgur.com/lJ3ex8L.jpg
http://i.imgur.com/Zi6wd1X.jpg
http://i.imgur.com/MWx9Oar.jpg
http://i.imgur.com/bAcpTMg.jpg
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
Changelog rc10
--------------------
- Widened mid cp bridge
- Removed the cluster of beams below mid, central entrance.
- Added flank route to cp2 (going from under bridge to stone wall to last)
- Added the ability to acces final cp from the back
- Added windows to last cp central entrance
- Heightened the central entrance to last cp
- Added dropoff to the side of central entrance to last
- Added banana to banana highway
- Reduced captime on last
- Visual improvements

Download rc10
-----------------
https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc10.7z

Screens rc10
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- http://i.imgur.com/vQMPKrw.jpg
- http://i.imgur.com/k8wFvDf.jpg
- http://i.imgur.com/ifg3keH.jpg
- http://i.imgur.com/scCozrj.jpg
- http://i.imgur.com/wcqyOIN.jpg
- http://i.imgur.com/bJWrM72.jpg
- http://i.imgur.com/PXNLLso.jpg
- http://i.imgur.com/lTp2pjV.jpg
- http://i.imgur.com/kpaU0gH.jpg
- http://i.imgur.com/VBDUql7.jpg

Biggest changes comparisons from rc6 to rc10

- http://i.imgur.com/GVDDxuN.jpg
- http://i.imgur.com/M1NxhTd.jpg
- http://i.imgur.com/56NGqYq.jpg
- http://i.imgur.com/99cmEdh.jpg
- http://i.imgur.com/RiBgPAN.jpg
- http://i.imgur.com/PPNl8tE.jpg
- http://i.imgur.com/ByY3KL3.jpg
- http://i.imgur.com/FJ9xL14.jpg
- http://i.imgur.com/rwHlINg.jpg
- http://i.imgur.com/X79FU03.jpg
- http://i.imgur.com/xQl61zz.jpg
- http://i.imgur.com/bHZWOdV.jpg
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Did you compile without -staticproplighting? I'm seeing some light-rock-meets-dark-rock in places.