CP Desert Frontier

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
The screenshots look impressive. The detailing looks nice and some of the play spaces you have highlighted look intriguing. I look forward to play testing this soon.
 

Omega152

L1: Registered
May 22, 2015
7
0
Agreed but I'm not sure what makes it feel so. Maybe it's just the camera angle.

You may want to work on the name since there is already a official map called Frontier. The current name could cause your map to get lost.

I'm very open to names, I just kinda picked this one for now for posting reasons but I'm not a huge fan of the name myself.

As for the noise in the first picture I think it is the high angle, I tried to capture as much of the out door area as possible and didn't think of the noise problem it would create.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Quoting:

Linux servers distinguishes capitals as separate letters from lowercase (Windows machines do not). If the redirect file is in all lowercase letters (say ctf_coolmap_a1), and the Linux server is trying to find a map with capitals in it (ctf_COOLmap_a1) you will be left with a missing map error and no one can download the map from the server. It won't crash though.
If the redirect file and server file have the exact same formatting and name it will work. But it's recommended you stay to lowercase only, as that will cause less problems for server operators across all platforms.

Right now your map is cp_Desert_Frontier_01.bsp. I know you probably won't stick with the name, but stay away from capital letters.


As for map feedback: from running around on it I feel like the areas around second and last need to be opened up a whole lot more. You've closed everything off with closing doors which makes everything really cramped. It should also be more easy to get up a level around 2nd.

Oh, and at BLU's last there is a gaping hole in the building on the top left (when viewed from the CP).
 
Last edited:

Omega152

L1: Registered
May 22, 2015
7
0
Quoting:



Right now your map is cp_Desert_Frontier_01.bsp. I know you probably won't stick with the name, but stay away from capital letters.


As for map feedback: from running around on it I feel like the areas around second and last need to be opened up a whole lot more. You've closed everything off with closing doors which makes everything really cramped. It should also be more easy to get up a level around 2nd.

Oh, and at BLU's last there is a gaping hole in the building on the top left (when viewed from the CP).

Wow I can't believe I didn't notice that hole haha, I'll make sure to fix it, unfortunately I'll be away from my computer for about a week, and I can get behind the idea of opening up the 2nd area more. I'll have to find a way to work in the extra access to the 2nd level.
 

Omega152

L1: Registered
May 22, 2015
7
0
Beta V2 is released

-added a stair way in between points 1-2 / 4-5 to allow players another way up to second floor in the bases.
-took away doors in between points 1-2 / 4-5 to open up the space ( this is tentitive, I think I may like having doors more but interested in seeing feedback. )
- added player clips around details in the map to avoid players getting caught on them.
- fixed some mis-placed textures.
- changed file name to lower cases
 

Omega152

L1: Registered
May 22, 2015
7
0
Beta V3 is out and includes:
-added doors in between points 1-2/ 4-5
-took away rock structure near sheds
-improved skybox
-slight optimization
-altered the time it takes to capture points ( faster towards points 1/5)
-captured points effect respawn time like they should
-added crates near capture point 2/4
-added cement blocks outside to provide more cover
 

Omega152

L1: Registered
May 22, 2015
7
0
Rc_1

BV4 released and includes:
-Changed the textures to have more cohesion with each side.
-added a watch tower like building to each side to give a better sense of scale
-improved the bridge roof look better and be more visually interesting inside and out
-even more slight optimization
 
Last edited: