CP Haboob

Sheltr

L3: Member
Feb 24, 2011
107
73
CP_haboob_A2

A large 5CP map I've been working on for awhile.

For some reason I have been holding on uploading this map, Here it is.

This is my first real focus on trying to make a good layout for a map and I don't think I did too well. But its a start.
Most of the time I get right into detailing and never really even think about the layout of a map.

P.S. a haboob is a sandstorm and is going to be the main theme for the map.

With love, -Manoman
 

Sheltr

L3: Member
Feb 24, 2011
107
73
I haven't played the map yet, but it looks like there are some large sightlines.

Yes that is my main problem the two tours can see each other at the moment but I'm working on that rock arch to cover it a little bit better, I'm not really sure how to fix the long sight lines at the moment
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Haboob it!
 

Sheltr

L3: Member
Feb 24, 2011
107
73
Haboob it!

You mean crank up the fog like I planned? I would think most players would find that annoying, but I'll give it a go, I'll have some animated textures above the map to give the effect of dust flying over the canyon. Also at A point I plan on having a large crane swinging over cap A, and I hope to make animated models of pieces of sheet metal banging agents buildings making a clanking sound, and of course the sound of wind howling. Cool for atmosphere, horrible for game play.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Huh. I was making a reference to that old "HABEEB IT!" meme. Please tell me at least someone else here remembers that.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
So after Gameday, here's what I think:

First off, it took me forever to realize that there was a direct route to mid from the main spawn, and I assumed it was simply missing a much-needed forward spawn. Once I realized that the route was there, the dynamics changed considerably. It's still overscaled, but I think I like the idea. Like Badlands, you can bypass control points that lie between you and your goal, except structured so that you can bypass your own "spire" as well as the enemy's. And I like that idea. I know people were saying you should scrap it and build a KOTH map out of just the mid, but I think with some right-sizing, proper clipping, and better herding of the players towards the intended routes, it might be able to work. We were able to get through two rounds, even with the problems it has; I've played 5CP maps that looked a lot better than this but managed to stalemate over and over.
 

Sheltr

L3: Member
Feb 24, 2011
107
73
So after Gameday, here's what I think:

First off, it took me forever to realize that there was a direct route to mid from the main spawn, and I assumed it was simply missing a much-needed forward spawn. Once I realized that the route was there, the dynamics changed considerably. It's still overscaled, but I think I like the idea. Like Badlands, you can bypass control points that lie between you and your goal, except structured so that you can bypass your own "spire" as well as the enemy's. And I like that idea. I know people were saying you should scrap it and build a KOTH map out of just the mid, but I think with some right-sizing, proper clipping, and better herding of the players towards the intended routes, it might be able to work. We were able to get through two rounds, even with the problems it has; I've played 5CP maps that looked a lot better than this but managed to stalemate over and over.

Thanks man its been a learning experience. and I'll be trying to work on reducing the size to a small area, I just don't' know what to down scale is all. if you could have another look at the map and just point out the areas you think need to be scaled down that would be fantastic. I know mid is way to open at the moment and that I need a forward spawn for when mid is capped.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
A good way to judge reasonable distances is to have a similar map also open — Badlands works well in this case — and refer to its dimensions. Placing prop_statics of the player characters (they're in the "player" folder) here and there works pretty well too, so long as you remember where they are and take them back out before you compile.