[WIP] cp_backfire

Laz

L420: High Member
Jul 5, 2008
461
35
here it is:
func_detail.JPG
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
just pointing out...you say use func_brush more then give examples of func_detailing ;)

And nossie, your 1st pic looks very barren and open...tis almost always a problem
 

nossie

L3: Member
May 9, 2008
107
4
just pointing out...you say use func_brush more then give examples of func_detailing ;)

And nossie, your 1st pic looks very barren and open...tis almost always a problem

hmm yeh dont forget i desroyed the displacement walls which will probably make it less barren.
 

Laz

L420: High Member
Jul 5, 2008
461
35
just pointing out...you say use func_brush more then give examples of func_detailing ;)

And nossie, your 1st pic looks very barren and open...tis almost always a problem

I meant func_detail :) func brush will have the same effect, but func_brush lets you fire outputs at it, and just generally give you more control over it.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
func_detail is probably alot less costly then func_brush though

in my section I might try adding a few func_lod brushes, see how that affects performance and visuals
right now ive got about a 5min compile time with minimal optimization, just func_detailing very obvious things, I might take a look a corns map at some point and see where his problems are...but I forgot the commands to view visleafs in game...

and nossie, make sure you build some kind of structure in that area regardless of how the walls will end up, my biggest issue right now is making maps that are too large, don't fall into that category
 

kab

L1: Registered
Mar 27, 2008
5
0
- cp_backfire_round2_a1

I got the impression that people were generally positive about the map layout and gameplay. Personally, i would like to see a bit more cover for BLU on the open field to CP 2-1. The area around CP 2-2 offers more in this regard, e.g. the immediate upper ground access to the building in front of the RED spawnzone. I think this is a good option for BLU to flush out RED from a fortified position in there.

oddities i noticed.
- One of the spawngates that are to open at round start did not function correctly. I think it was the one on the far right. Only the lower func_door and attached prop moved down, but the upper func_door / prop did not. One had to duck to get through.
- It's possible to build a sentry above what i assume to be an intended sentry spot covering CP 2-2 on the building in front of RED spawn. See the attached screenshot for reference. It can be reached by duck jumping from the top of a sentry or dispenser. I'd suggest to just noclip it.
 

nossie

L3: Member
May 9, 2008
107
4
- cp_backfire_round2_a1

I got the impression that people were generally positive about the map layout and gameplay. Personally, i would like to see a bit more cover for BLU on the open field to CP 2-1. The area around CP 2-2 offers more in this regard, e.g. the immediate upper ground access to the building in front of the RED spawnzone. I think this is a good option for BLU to flush out RED from a fortified position in there.

oddities i noticed.
- One of the spawngates that are to open at round start did not function correctly. I think it was the one on the far right. Only the lower func_door and attached prop moved down, but the upper func_door / prop did not. One had to duck to get through.
- It's possible to build a sentry above what i assume to be an intended sentry spot covering CP 2-2 on the building in front of RED spawn. See the attached screenshot for reference. It can be reached by duck jumping from the top of a sentry or dispenser. I'd suggest to just noclip it.

hmm i think i forgot to set the flag on that setup gate :p was happening before. i swear i fixed it tho.. maybe didnt compile properly after or something...
and thanks for that glitch/bug :p ill player clip it.

so overall it was the impressions were good? and yes i will probably add more cover to the whole map
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
so corn, i looked at the demo for you round, heres some things ive found, like mine your round is too open
here are a few problem areas i saw
cp_backfire_round3_a20000.jpg

there wasn't any huge issues with this, but the open area just strikes me as a bit odd...

cp_backfire_round3_a20001.jpg

this was the biggest problem, even though there are little areas off to the side you can hide in, this wide open corridor is hell for anyone trying to avoid a sniper and really kills the fps. I would advise something large and solid to block it off a bit, preferably from the left side, something that would make it less open, and possibly making those side routes the only choice in some places.

cp_backfire_round3_a20002.jpg

I just happen to think this would look better if you extended the walkway outwards a bit, doesn't need to be as far as i doodled, its just that right now the random drop-off looks odd.
 
Last edited:

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
alright I am currently working on making things much smaller, and other fixes. after watching the gameday demo, I found many useful things
 
Dec 25, 2007
566
439
Dec 25, 2007
566
439
I don't remember which stage number; but it was the one that MrAlBobo has posted screenshots of just above.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
yeah, i was getting fairly low fps on corns as well, mainly while facing towards that large open hallway, while looking in the opposite direction it was not that bad

and nossie...you have mostly dev textures, you destroyed most of your displacements, and have very few props...you would need to try to get low fps :p thats why its fun to make alphas XD