cp_arnold

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
This is the first public beta release of cp _arnold, i've put a lot of work into the whole mapping process and i hope you'll have at least as much fun playing it as i had making it.

I am well aware of the fact that there might be some bugs here and there, but please don't hesitate to point me to them, i want to make this map as good as it can be and i can only see so many things myself.

please note that i did not know anything about optimizing the map so fps might be bad since everything is in one huge area. Although i tried to fix it the best i could by making use of hints and occluders in the right places. (areaportals weren't an option)


***please make sure r_occlusion is set to 1.***


There still might be some balance issues since this is the first public release i have yet to find out how this map turns out when there are more than 4 players around, so if you experience balancing issues post it here i will try to check here when i have a minute to spare.

This is my first map ever but don't try to lower your standards just because it is my first, i don't mind harsh criticism, just be constructive :p

Enjoy!


download: click

cp_arnoldbss1070000.png

cp_arnoldb1070000.png

cp_arnoldb107000ss0.png

mapoverviewcopy.png
 
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Arnold

L6: Sharp Member
Jul 18, 2008
283
242
well, not exactly the points are capped in order:

A->B->C

because gravelpit just forces the defending team to only pay attention to the point that is easiest to defend.
I think that's a shame :p so i didn't implement that system into my map.

the cave picture isn't actually a cave, when you play the map you'll see what it is.
It might be a bit too dark, on my monitor the brightness is perfect but everybody has different setting so i might wanna brighten things up in there eventually.
 
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Ida

deer
aa
Jan 6, 2008
2,289
1,372
Oh man, it's map like these that make me really envious. You've made a really good looking map! My only complaint is that it looks a bit plain, it could use some more overlays (I see none) and props, maybe? Your buildings do look nice without extra decoration too, though.
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
lol i forgot the download link, silly me.

thanks for the praise breadheadfred, i used overlays but some of them dissapeared in the finishing process. sounds weird but i placed them and they were gone a few versions later :p.

download link is fixed now btw
 

Laz

L420: High Member
Jul 5, 2008
461
35
wow looks amazing, even without to much added detail you still get a finished look. some more "junk" props here and there will make it alot more intresting to the eye. also overlays, bulletholes, cracks, rust, stains ... they kind of kick out the repeptitiveness of your textures.

I am truly impressed by this!

some of the roofs look a little thick, I usually have them at 4 units thick, and sometimes make them displacements if I want them to look a bit worn and torn.
adding raingutters to their edges also works wonders.
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
wow looks amazing, even without to much added detail you still get a finished look. some more "junk" props here and there will make it alot more intresting to the eye. also overlays, bulletholes, cracks, rust, stains ... they kind of kick out the repeptitiveness of your textures.

I am truly impressed by this!

some of the roofs look a little thick, I usually have them at 4 units thick, and sometimes make them displacements if I want them to look a bit worn and torn.
adding raingutters to their edges also works wonders.

totally right about the repetitiveness, i'll work on that asap,
didn't even stop to think about the thickness of the roofs really, i shall take a good look at them

raingutters wonderful idea, i already have some but they were only placed on the side of the building, i'll make sure they appear on the roofs here and there.

thanks for the crits guys!
 

roninmodern

L3: Member
Feb 5, 2008
124
5
wow the architecture in this looks truly amazing, I can't wait to try it.
 

oxy

L5: Dapper Member
Nov 27, 2007
208
30
This is looking mighty sweet. I am excited to give it a play.

Here is one suggestions.
put a slit in the wall of that tunnel/walkway in the second pic so that both teams can shoot each other in it but still allowing the player in the walkway to be protected. (see photoshoped image)

wall.jpg



Second. Get some smoke coming out of those factory smokestacks.

Keep up the great work.

..oxy..
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
This is looking mighty sweet. I am excited to give it a play.

Here is one suggestions.
put a slit in the wall of that tunnel/walkway in the second pic so that both teams can shoot each other in it but still allowing the player in the walkway to be protected. (see photoshoped image)

wall.jpg



Second. Get some smoke coming out of those factory smokestacks.

Keep up the great work.

..oxy..

yes great suggestion, looks way better like that and then i don't need that awkward lamp :p
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
*THIRD BETA RELEASE*
---------------------------

*FPS issue has been fixed

*Point A is now "indoors"

*Removed wooden fence at point A

*Closed tunnel going from A to B

*Removed 1 staircase at point B

*Opened up staircase leading to cabinet on C

*Several bug fixes

*Several player clip fixes

*Added detail

*Several other fixes

-----------------------------


I put a lot of my free time into making this map, as it is my first i had a lot of trail and error but i think this map is fairly finished now. So i'm hoping this will be the last beta i ever release.

Feedback is GREATLY appreciated.

Enjoy!

download

cp_arnold.jpg


cp_arnold_be10001.jpg


cp_arnold_be100dqs01copy.jpg


cp_arnold_be100dqs01.jpg


cp_arnold_be100dsdsqs01copy.jpg
 
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flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Looks better thant the previous version, just hope gameplay is fun and that the last point is more open.
 

DestroyX #R

L1: Registered
Mar 19, 2008
6
0
I don't like the rocks as a remplacement of the sky at the A point, and you should do more indications for second exit of the red spawn to the C Point.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
if you do include this map in a test session, could you let me know? i would like to know how this map plays with many people :p


Talk to one of the admins about getting setup on an official gameday.

Great looking map btw!
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Or simply submit it in the submission thread. You're just a bit too late to get it on this Game Day, sadly. It would be awesome if you could get it on there for the next Game Day. :)