CP Change

Haromnyuszi

L2: Junior Member
Oct 20, 2010
60
12
This is some what an experimental map. The image on the left should explain the way the map woorks still you will have to play it to really get the concept. I understand that non convencional maps have a hard time of prooving themselvs as they usaly suck but please give this one a chance.
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Aside from still having distinct spawn rooms, this reminds me a lot of the 5CP concept I came up with ages ago. I recommend reskinning areas that are part of RED or BLU's territory with the appropriate team-colored dev textures so players have a better idea of where they are at all times. That would be a change I can believe in.
 

ibex

aa
Sep 1, 2013
308
528
I had a similar idea a little while ago. The concept was start with a map in the shape of an infinity symbol. The mid cap where the loops meet, and some gating mechanism when mid is capped to push the fight down one side of the loop. There would only be one spawn point at the end points of the "S" shape in the figure, and your movements out of spawn would only depend on which point was being fought over.

Interested to see if your concept works because I was having trouble imagining balancing my idea, as whoever won mid would probably win unless I made defense overly easy.
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
OK, a few things.

First, you seem to have no light_environment whatsoever. I say this because it's very dark outside and you haven't picked a TF2-themed skybox yet. I recommend doing that, by the way, since whatever skybox you did pick is somehow missing its sides. You can get the settings that match whatever skybox you decide to go with from this list.

Secondly, you compiled in HDR without setting up a tonemap controller. Which makes the contrast between well-lit and dimly lit areas much more pronounced and fills the map with excessive bloom. For now I recommend just leaving out the HDR compile since the lighting is all temporary anyway, and possibly toning down the brightness of the lights as well.

Finally, the layout. It's really confusing where to go from pretty much everywhere, and it's not clear which doors open to you and which ones don't. If any doors are always inaccessible when closed, use the no-entry door texture on them. If some of them lock and unlock, it gets a little trickier. Valve mainly uses prop-based doors to deal with that, but there might be a way to make func_brushes appear and disappear to make it look like the door is changing skin. Anyone know anything about that?
 

Tupperwits

L2: Junior Member
Sep 24, 2012
62
15
I think this concept has potential however it's success hinges on how intuitive the routes are, especially when they will be opening and closing.

Looking at your introduction I'd say we're in the same kind of situation. If you've never finished a project then this is incredibly ambitious, it might be better to try and complete a smaller and simpler map to get an idea of what works well. I know it takes a while and how hard new ideas are to work with. Don't give up, for all it's flaws this map is pretty impressive.
 

Haromnyuszi

L2: Junior Member
Oct 20, 2010
60
12
thanks for all the great feedback. My computer is broken and its getting fixed right now so sadly i cant implement these things right away but the map will be updated as soon as i can get my pc back.