CP cp_uncovered (alpha 1)

hutty

aa
Mar 30, 2014
538
444
cp_uncovered_a3r3

The map is a symmetrical 4 CP map where the middle 2 points are open at the same time.

currently in alpha 3 (yes, I know its more textured than an alpha should be)
 
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Bunbun

aa
May 18, 2014
401
782
Here's a tip: for better screenshots type sv_cheats 1,cl_drawhud 0, r_drawviewmodel 0 into your counsel.
 
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Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Symmetrical 4-CP map? That's rather unique.

Anyway, this looks interesting. I'm diggin' the height variation.

Here's a tip: for better screenshots type sv_cheats 1,cl_drawhud 0, r_drawviewmodel 0 into our counsel.
Even better, switch to Spectator cam so you don't have to disable viewmodels (and enemy bots won't try to attack you). Also consider turning up your graphics settings, since you don't need to worry about performance when taking screenshots. :p
 

hutty

aa
Mar 30, 2014
538
444
screenshots were a bit rushed because I needed to get this thread up to gameday as soon as possible ... (still a little late ... but ... eh)

as for graphics settings, they are literally at max sans-hdr ... although reviewing the screenshots on site, they look a little fuzzy ... probably jpeg compression from when I added the labels

as for hud, I wanted the cp_hud drawn because its an odd layout, ill try spectate mode next-time
 

Doktor Richter

L3: Member
Feb 13, 2014
115
89
I'm really liking this this map so far, especially for a first version. The 4-cp style is neat, the layout feels good, and, as Mudpie said, there's a lot of interesting height variation. I'm really hoping we get around to it in today's gameday and, if not then, in an imp test sometime soon.

I'm getting error texture reflections, however, and the console spat out a bunch of these when I loaded the map:

Code:
Couldn't get HDR 'maps/cp_uncovered_0103/c-266_-240_65.hdr' -- Trying non HDR 'maps/cp_uncovered_0103/c-266_-240_65'
Failed, using default cubemap 'engine/defaultcubemap'

Someone smarter than me can probably deciper this, but I'm thinking either you forgot to build your HDR cubemaps or your LDR cubemaps (you need to do both if you compile in HDR), or you uploaded the wrong .bsp (I think cubemaps are only saved to the .bsp in the Team Fortress 2/tf/maps directory).
 

hutty

aa
Mar 30, 2014
538
444
a2 is up
I know the grass doesn't look ... right ...
I colored it back when I still had broken lighting ...
and now that the lighting is not broken ... it looks oversaturated

im also not 100% on the fog