[WIP] cp_backfire

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
ok, well this is the map that we have been working on. the original thread is named "attack and defend by 3 people". so now I made a new one with the official new name

here is Albobo's original post:

So...1st off id like to start by saying we are currently creatively handicapped by the name. As in, we all somehow suck at coming up with names <_<

Anyways...onto the map...explanation ;)
As I always strive to do something odd, we have blue beginning in reds base and fighting to regain their territory. Desert then underground storage facility, then rocket base.
For those of you more inclined towards a story: Blu has mounted a daring raid on red, they took great risks in leaving their base almost completely abandoned. They had just entered reds base when they received a message saying that red had succeeding in taking their land while they we out. Now Blue needs to turn around and fight their way back into their territory.
yeah...i came up with that in about 5mins after being told that the last round was already textured blue <_<
We intend to enforce this with proof that red has begun to redecorate in a few places.

Now, basically I am building the 1st round, nossie is building the 2nd, and CornontheCoD is building the 3rd. Though, once the pieces are assembled I don't doubt we will be making adjustments to create a uniform style.

Currently only my round is ready for alpha but the others aren't far behind. So...here are some pics of my round:

ad20012.jpg

This is blues initial spawn, if this confuses you then shame on you for not reading the explanation. :p

ad20013.jpg

This is the upper exit to blues spawn, the hazard stripe signifies the end of the respawn area, so engineers can build things past it.

ad20014.jpg

This is immediately outside the blue spawn. Most of the stuff in this area will be wooden.

ad20015.jpg

This is the 1st cp.

ad20016.jpg

This is the side exit to the blue spawn.

ad20017.jpg

This is a shot looking towards the blue spawn.

ad20018.jpg

This is one of the ways you can take to get beyond the 1st cap.

ad20019.jpg

This connects the 1st area to the 2nd.

ad20020.jpg

This is one of the ways to the 2nd cp, I built a barn for another way to defend and attack and to break up the empty space.

ad20021.jpg

Same general area as the last pic, but looking in the other direction, it also showcases the tunnel from the 1st cp.

ad20025.jpg

The roof over the 2nd cp, accessible via the tunnel and its one-way gate, from the barn by scouts, and soldiers and demos by jumping.

Phew...didn't realize I took this many...anyways...expect screens from the other 2 working on this project shortly.
Oh...and any name suggestions would be great.


XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

and here is my stuff

Stage 3 early screenshots:

This is a sneak peek at stage 3.

I know the skybox is bad, it is just temporary. I couldnt get it to compile on normal, so this is the worse-looking "fast" compile

here is the layout.
stage3g0000zd8.jpg



looking at blu spawn from wooden cabin
stage3g0003yh6.jpg


first cap inside the wooden cabin
stage3g0002zs8.jpg


looking at RED spawn and cap 2
stage3g0001ri1.jpg


there is also an underground part in both parts of the stage (cap 1 and cap 2). they are not connected though. I did not take pics of it because it is currently "under construction":p

I havent added lighting or anything yet, this is just a quick sneak peek for anyone interested.
 

nossie

L3: Member
May 9, 2008
107
4
hmm backfire i prefer that rather then "attkdefndby3peeps" lolz

anyway i would of put pics of my stage but all my displacments screwwed up and i get a error spammed in the console so gotta fix that then ill post the screenies :)
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Played it, seemed pretty balanced offense/defense-wise after we got some players in.

the tunnel route at the first point which leads to the ceiling of the second took me a couple rounds before I even realized it was there.

Im wondering how you plan on making a building that oddly shaped into something realistic, looking forward to seeing it post-orange.

I also love the fact the almost all the buildings you can get on top of, but the surrounding cliffs need serious player clipping.
 

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
wow, my screenshots look horrible. I guesss thats because its on low settings. my next ones will be on high settings.
 

nossie

L3: Member
May 9, 2008
107
4
lol yeh probably would be better in high settings

also my map still wont compile properly... im gonna have to slowly remove stuff and find out what is screwing it up...
all i did was plug the map with nodraw... add gates and a few entities... they cant stuff displacements up can they?...
if anyone wants to give me ideas on why it screwed up please tell me :p
 

Paddymazz

L1: Registered
Jul 30, 2008
5
0
I like it, Looks good so far.

Just remember to add more detail as you go along (Prop wise).
The brush work is looking fine, now all it needs is attention to details with more props placed about.

Nice work though, Keep it up!
 

nossie

L3: Member
May 9, 2008
107
4
i got my map fixed... i have a feeling it was some ents i added. ill try and post screenies in the next day or 2
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
so...i got some testing in today and got some rather unpleasant results...
too big being the only truly important concern in my opinion

but yeah...now I require info from gameday more then ever, need to make sure that it is still too big with a full server, 8 people might not be the best basis
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
are the same maps played on both gamedays? if so, I would appreciate it if you didnt play my map on sunday (cp_backfire_round3_a1). as you all know, that chokepoint was horrible, and I dont think it will help playing it again until I fix the chokepoint. I won't be able to get a new version in, either, because for some reason my map takes forever to compile, so I need to fix that. as in, 5 hours to compile. yeah.:cursing:

thanks

5 hours, it shouldn't take so long.

My computer is pretty old, but a normal compile on pl_cave only takes 30 minutes. My times are like this
BSP < 1 minute
VIS < 1 minute
RAD ~ 30 minutes

What are you times like?
 

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
everything off (RAD, etc.) is about 20 sec.

everything on fast compile is about 10 minutes/5 minutes.

it gets stuck on portalfow on the normal compile. you know how it does the countdown? 1...2..., etc. each one of the dots took 15 minutes on portalflow!

anyone wanna help me? Im pretty sure its an optimization problem, but I thought optimization would only effect the map post-compile

in fact, I bet the people at interlopers know. I'll go ask...
 

nossie

L3: Member
May 9, 2008
107
4
lol coron optimization yes is mainly in game but it always helps the compiling coz u "get rid " of vis leafs and things like that which make it easier. so say u have 2 rooms with a doorway the compiler will probably screw it up with the door. so instead u make put a portal brush (forget wat it is... :p) which then makes it the 2 seperate rooms with a door in the middle no vis leafs going threw... i think... :p well thats my understanding of optimization.. if im wrong please correct me
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
This is interesting. I'd love to see how this turns out, making one stage per person is something I've never seen before.

As for the long compile times, I think making lots of your brushes (not those that seal the map, though) into func_detail brushes helps a lot alone. Of course, there's more you could do, but my experience ends there. :p
 

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
well, I am currently working on ways to get the compile time down. here are the notes I jotted down from gameday. this is mainly for albobo to see, but i'll put mine here too as a reminder for me:

Round 1:
signage needed
too big/too easy for snipers
needs more spy places

Round 3:
fix that chokepoint that everyone was comlplaining about. honestly, I didn't even think about that part.
better playerclips
fix red forward spawn and make it bigger
signage for red team (how could I forget that?)
 

nossie

L3: Member
May 9, 2008
107
4
can i inquire as to which chokepoint? was it the one coming out of the 1st cp going into the wide open corridor thingy?
 

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
can i inquire as to which chokepoint? was it the one coming out of the 1st cp going into the wide open corridor thingy?

yeah it was that one.

I am adding 2 new paths and will see how that works out. one is above the normal path, extended on the cabin's deck, going through the big building. it will have stairs for red to go up on it. the other one is all the way on the far side, and has a gate that only opens once the first CP is capped.

I got RED's forward spawn fixed, but the game still ends when RED wins, so I need to figure that out. I also brought the playerclips all the way to the top, touching the skybox, and added some needed ones. I also func_detailed more things. I just need to fix the red winning thing and finish my new paths and it should be ready for the next gameday!
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
phew...im finally back...and I got absolutely zero mapping done while gone ;)

the issues with my section is basically everything I knew already and just needed confirmed when there are more then 8 people in the game
I know where the signs are needed and will add them at some point...

But I have a question...with 8 people the area outside the cap buildings is basically unused regarding combat and the heavy defense is done inside, a single uber can blow that apart, so i need some ideas on how to create some believable defense points out in the open without falling into my standard of too easily defended buildings...examples are great

and...were there any issues with scouts?
oh and since ive been out for a week, ive had alot of time to think of ways to fix up the large thing, ill be mainly working on that for now
 

nossie

L3: Member
May 9, 2008
107
4
ok guys i finally got around to taking screenies :) after all the leaks then teh setup doors screwed over and shit. ALSO i remembered about 5 mins after i climbed into bed that i forgot to make the pics max settings :( but use ur imaginations anyway :p

begining area blue spawn is below and left (Through the rocks) and that sky above is going to be a sorta hole in the cave roof... if you get what i mean.. hard to explain :p



the hut that u saw in the picture before. looking towards cp1
cp_round20002.jpg


inside the cp top floor
cp_round20003.jpg


bottom floor
cp_round20004.jpg


entrance 2 2nd cp after tunnels
cp_round20005.jpg


same as pic b4 except a bit further back cp is on the left
cp_round20006.jpg


inside the building before. bottom floor
cp_round20009.jpg

(yes i no thats a model texture.. i forgot =\

top floor of the same building
cp_round20008.jpg


building near the 2nd cp
cp_round20010.jpg


upstairs of building before
cp_round20011.jpg


above the 2nd cp red spawn is on the right
cp_round20007.jpg


bunker sort of thing (like dustbowl stage 3 cp 1)
cp_round20012.jpg


and a overhead pic :)
cp_round20014.jpg


i hope i havent missed anything =\ anyway suggestions?

nossie :)

PS i hope to get this playtested soon
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
That ramp in front of the health and ammo pickups looks really steep!

Maybe it's just a funny angle?