CP Delicious

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Here is my Layout entry for the "A Tale of Two Skillsets" contest.

VMF download link: https://mega.co.nz/#!tAcyFLBK!MtTnhSonzf9neyhc-WrIu2xc2VIkkis3Sp1dlHt821k

I did a bit of experimentation with this CP map and I hope things turned out well. The spawns use a system of lights and numbers to inform players of what gates are locked and which are unlocked. If a red light is on above a gate, that means it is locked. If there is no red light, the gate is unlocked. Lights can be seen either above the gates or above that gates number on a wall directly in front of the spawning entities. I hope this system gives enough feedback to avoid confusing players.

I do fear that the map may be congested or claustrophobic in a few areas, hopefully this is not the case. I don't have anyway to test my maps on a live server with players.

Please let me know what you think of the layout and best of luck to everyone else in the contest.
 
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Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
It's an interesting first. The most notable problems however were: HL2 skybox, very dark indoors (I couldn't tell what team people were on sometimes), lack of arrows and you hadn't clipped off the top - people were jumping up there and abusing that. There was a lot of lazy brushwork too, many floating pieces, or cubes just plain missing in the further out areas of the map.
 

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
In addition to Berry, I also discovered that you could walk out under 2nd while it was being capped. And enemy can come out of nowhere from below you, and stop a capture like *snaps fingers* that. For a map that has no forwards (instead has locking and unlocking door) a door that leads to 2nd is equal to a forward spawn. Would you have a forward spawn to 2nd on any other 5-CP map? Nope.

I really like mid though. A very interesting design, the nipple being the point like Gullywash, but actually having to stand on the nipple is interesting.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
It's an interesting first. The most notable problems however were: HL2 skybox, very dark indoors (I couldn't tell what team people were on sometimes), lack of arrows and you hadn't clipped off the top - people were jumping up there and abusing that. There was a lot of lazy brushwork too, many floating pieces, or cubes just plain missing in the further out areas of the map.

I had thought that the skybox and clips would factor into the design part of the map since I couldn't plan on what people would do with it. Same with any floating areas. I specifically only focused on the layout of the map as the contest said, but I can see why I may have needed to do a few more things. I'm not sure what you mean by missing cubes, if you mean cubemaps, I didn't put in any as I thought that would also be part of the design phase.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
In addition to Berry, I also discovered that you could walk out under 2nd while it was being capped. And enemy can come out of nowhere from below you, and stop a capture like *snaps fingers* that. For a map that has no forwards (instead has locking and unlocking door) a door that leads to 2nd is equal to a forward spawn. Would you have a forward spawn to 2nd on any other 5-CP map? Nope.

I really like mid though. A very interesting design, the nipple being the point like Gullywash, but actually having to stand on the nipple is interesting.

I was thinking of Badlands when deciding where to put the different doors. Badlands has the spawn right next to A and a smaller one near B, plus a forward spawn near C. Though Badlands 2nd spawn isn't below the point as the one in this map but I had hoped that the open area in front of the gate would balance out how close the spawn is. I didn't have a server to test the map on so I had no idea about the mid point issue. If someone does decide to detail the map for the contest, hopefully they can fix any issues with it.