PL millstone

phi

aa
Nov 6, 2011
832
1,815
Alright, since you're now "tuning it up" I figured I'd go around the map and find little (possible) issues with gameplay and clipping issues etc. The pictures will be in links cause if I embedded 47 different pictures the post would be like 20 miles long.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00001.jpg
Seems weird to have spytech stuff in a near-completely wooden building. Would make more sense if there was an area of actual spytech in there somewhere (considering there is rockets pointing out of the base too.)

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00002.jpg
IMO this looks more like snow than dust. Tone the intensity and diametres of the motes back a bit.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00003.jpg
There are effectively two spawn exits here, both pointing into the same area. A third that is more flanking around the area to exit on the right might help possible spawncamping (although I'm not sure how much of an issue this actually is)

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00004.jpg
Wood grains on this bean could use to be rotated 90°.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00005.jpg
Signs with skull-crossbones seem worthless and redundant, just adding to propcount. They'd probably be better off removed.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00006.jpg
A and B seem very, very close together. Combine this with the openness of B and the tendency to roll straight past A, there seems little chance of RED defending either A or B for substantial amounts of time.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00007.jpg
These boxes are useless for jumpers, only scouts can actually use them to jump back up. If you intended for them to be used for any class to jump back up, they don't work for that.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00008.jpg
Useless and poorly-lit dead-end corridor.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00009.jpg
C also seems near impossible to defend for a decent time as well. Combining the sightlines straight into the point, the proximity to the B arena, the easy route around defenders on the left, and the absence of any good sentry spot, there doesn't seem to be any potential for long holds here. (D looks good, though)

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00010.jpg
Shot showing proximity of B to C and the area from the left rooftop where there are sightlines directly into the defender's area where they are trying to defend C.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00011.jpg
This tunnel could use a little lighting.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00012.jpg
This one as well, and there are also props in here - a sign that this shouldn't be pitch-black and it was meant to be a detail area.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00013.jpg
Hurray for perfectly stacked barrels at the bottom of this pit.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00014.jpg
Seems like pretty powerful sightline(s) for just coming out of spawn. It's overlooking like 90% of the E arena.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00015.jpg
This shack is completely useless. The small ammo inside is easily forgotten and there really isn't any reason to go inside of it either (besides avoidance of sightlines)

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00016.jpg
That broken walkway down there doesn't seem like it could have existed back up where it seems to have fallen off of. There are a few too many stairs for what seems to be just a straight path that would be made between these two platforms.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00017.jpg
Also I'm not a fan of this rock blend texture you have here. It looks spotted and unnatural.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00018.jpg
Your 3D skybox seems to have bad fog settings. It doesn't blend into your main level geometry well and when fighting, those props in the distance are practically unnoticeable.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00019.jpg
https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00020.jpg
Useless area in the first screenshot, proposed area for a window in the second that might provide a reason for it to exist.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00021.jpg
I'm up on these crates (which are higher up than that roof) but I can't get to that roof. Either clip these crates or unclip the roof (preferably the former)

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00022.jpg
I can get up on this little pitch-black platform.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00023.jpg
I can stand up on top of this telephone pole.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00024.jpg
These are nonsolid. I can see your reasoning for it but it feels weird.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00025.jpg
This should be nonsolid.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00026.jpg
I can stand up on this little patch on the building.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00027.jpg
I can stand up on this A sign.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00028.jpg
This beam has no clipping.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00029.jpg
Change this to an actual model, this overlay is only meant for being seen far-away.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00030.jpg
https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00031.jpg
I can get up on THIS pitch-black platform, as well as the beam beside it.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00032.jpg
No idea why I am stuck here. It's weird. There aren't any extending clip brushes or anything but I can still stand here. Huh.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00033.jpg
https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00036.jpg
I can stand up on these beams/lightposts.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00034.jpg
That window frame is not clipped and I can bump into it. func_illusionary maybe?

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00035.jpg
I can get up on these metal things. Not sure if that's a problem or not.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00037.jpg
What a funny way to stack barrels.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00038.jpg
I hate the koth_king respawn sign. Looks sooooo out of place. Also I can stand up on it.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00039.jpg
Make nonsolid please.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00040.jpg
I can stand wayyy up on this sign.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00041.jpg
I can also stand on this beam-thing.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00042.jpg
This is like that one dark scary corner in the basement where all the spiders live.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00043.jpg
I'm not sure of the reason (narrative?) for these trainposts to be inside of this building.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00044.jpg
This wall with the beam and the door has bad clipping.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00045.jpg
Make all these nonsolid, please. Then, put a blockbullets brush behind them to make it retain its ability to not-be-shot-through but have good clipping.

https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00046.jpg
https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00047.jpg
I can stand waaaaaay up in these two places on these props.

This is a pretty cool map but yeah there are some issues. Hopefully the next version will fix a lot of these and I'm looking forward to playing on the next (maybe last?) version. Cheers.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
Finally someone makes an effort and tells me whats wrong and should be fixed. I agree on most of your points, those are issues. I will do changes based on your feedback. Thanks!
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
I'm on vacation right now so i went ahead and did some changes based on the feedback above and for what i received elsewhere. Some things i left as they are since i can't please everyone but thanks to Deer for pointing out things that i didn't thought out before.

RC8 is go.
 

Obvault

L1: Registered
Aug 11, 2013
2
0
Hi, overall this map is pretty good, but there was one problem I consistently ran into:
4dgeg.jpg

The bend after point C would usually turn into an impassable chokepoint, and even uber pushes had quite a lot of difficulty getting through. I'm not sure if this was a localized issue (the server had the max playercount at the time), but even if it was, it might be useful to add an alternate route, as the one way gate on the left doesn't offer much of an alternative.
And, though it may be a nitpick, I noticed this in red's initial spawn.
1. It's a bit odd that a sign for the company would be hidden away in a dim corner of a small underground room
2. The choice in wood texture is a bit out of place: it has the ends of wooden posts at the ends, implying it's the outside corner of an interlocking wooden structure, and it looks like a texture intended for far-away detailing.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
I released a new version which fixes the bug that Valve introduced with the teleporting bread - pit exploded once the bread hit the final trigger that explodes the cart. It is now fixed and bread no longer explodes the pit and end the round in pl_millstone_rc9.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
Did another update, added another way out of 2nd BLU spawn and fixed couple fade and texture errors in the meantime. Latest version is now rc10.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
Released new version, rc12. Lot's of changes in it, most notably i moved BLU's 2nd forward spawn a bit forward and to the other side of the map. Also made another route outside from BLU's 1st forward spawn. Adjusted spawn times for both teams. Added bit more lighting, streamlined the layout.

Download from 1st post.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
Released 2 new versions, 1 dud and 1 proper. Map is now at RC14 and i changed it's theme quite rapidly. Now to snowy (it snowed here in Finland today, so i did the map as such due to that reason). Who wouldn't map at christmas eve anyway? I think it looks much, much lighter and better now. Maybe i'll keep the theme.

Download and screenshots updated at 1st post.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
Lots of tuneups and enhancements & improvements, rc15 out. If nothing comes up, i will call this finally done and move on.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
Did some further changes based on player feedback. So i released rc16, that is most likely the final release. It contais further improvements and visuality to make it look as hood as possible and playable as ever. Updated also the screenshots in the 1st post.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Good job! It's a fun map - I remember playing it a couple times on custom servers. Not much else to say.