CP Cryodome

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Its probably bad.





Thanks to:

-Icarus, for the red nucleus energy.
(And whoever participated in creating it)

-yyler(Tyler), for the half sized nucleus pit arms.

-Facepunch team, for the vehicle prop pack.

-Sevin, for the awesome energy sounds.
 
Last edited:

tyler

aa
Sep 11, 2013
5,102
4,621
I'm excited to check this out in game when I get home. I really like your brushwork so far and hope it doesn't impair your decision to make necessary changes!
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Get equipped with hype
 

Shogun

L6: Sharp Member
Jan 31, 2014
260
220
I just ran around this map, and I really like it so far. My only major concerns are the areas surrounding both spawns. At Red's spawn, both exits leads into very cramped rooms where the only exits are small doors which seem like they would be very easy to spawn camp, but I suppose only testing will tell. Blu's spawn is an interesting concept, but all except 1 of the exits requires players to navigate walkways over a deathpit, which is even harder to do while being shot at by rockets and sentries. But again, testing will tell if this really is an issue.

I can't wait to play this, and I agree with the above comment that the geometry is beautiful!
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
I may get rid of the deathpit around A entirely. Its all up to how people play the map and if they like it or not.

Actually, (hopefully) a lot of this map will change.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Holy balls this looks nice. Really looking forward to seeing this map evolve.

Also, that name.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Is this your first map? This looks incredibly well thought out and very well made. I hope you won't struggle with adjusting parts due to the level of detail. You clearly have a great eye for aesthetics and composition, as well as technical skill, which is a rare combo.

I haven't played your map, so this is all theory, but here's my concerns:

http://puu.sh/iIMRs/28eb4dfc20.jpg
This sightline is monstrous!

http://puu.sh/iIMTh/057e57ecd8.jpg
This one isn't great either, because it looks at the point room. If this area was more incidental or easily controlled by one team, it wouldn't matter so much (like the hallway between the two exits onto A in the main Gorge building).

http://puu.sh/iIMYk/a4a4dbbba5.jpg
This should be brighter. Looks like you probably missed this corner, is all, judging by the excellent lighting all over.

I think your red spawn is fine. It'd be cramped if the only way onto the point was from that ledge in front, but since it's more than that, it's probably OK. On the other hand, a bigger capture zone means it should probably take more than 3/4/5 seconds to cap, and I could see the interplay between teams around that feeling grindy. Or very fun. It's a fine line.

Your BLU spawn is probably also fine. The routes are scary, but the right side is relatively safe if predictable... still, you might want to widen some of those bridges or add a third bridge. Or cover one of them, or just put some junk down to help negate players getting bounced around by pyros/splash. I think that's a super interesting design choice though, and it's certainly unique; try to make it work as much as possible rather than compromising the vision too much, imo. The left side of BLU spawn looks scarier but it's easier to get to A so maybe it's fine!

You've got some rocks peeking through brushes in some spots but you're probably aware.

I really like the look of this and think it will play better than you expect. It feels inspired by Hella and HAARP; is it? Sorry to toot my own horn a bit there.

I know we don't know each other very well, but if you ever want help or opinions on this feel free to message me.
 
Sep 7, 2012
638
500
Geometry is really well done.
Good use of that silly "outer space" ramp - it fits in nicely.
Blue spawn needs work - the right exit is better but easily spammable.
Red spawn needs work - both exits are easily camped and put red at a major disadvantage.
The door that opens permanently into the lobby might need additional geometry in front or behind to block sightlines. I think it's good not to have it opening and closing continuously though.
The lobby has far too much open space.
The routes to the upper lobby take too long to traverse for such little additional benefit. A staircase in the main lobby room might be in order.
There are several points especially near your displacement work that could be better clipped - both on A and B.
Great work so far.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
One thing I dislike about my own map is that the transition building from A to B (Lobby) is just a glorified right-turn into B.

I really need to think about splitting it into two separate areas:

One that RED can defend from before being pushed back into the final cap room;
And another that BLU will feel safe going into.

From testing today I can conclude that BLU was very comfortable getting into Lobby, so I have that covered. There are major sightline issues from point B looking out into lobby, and lobby looking out at point A.

Point A played well overall but I thought it was too quickly captured, even when it was being defended very well. (This is odd since the pit would make you think BLU would have a hard time getting to A).




And finally I am thinking about re-hauling the final capture area. Multiple people expressed issues with coming out of spawn. (Some thought this was good balance since it is too easy for RED to defend.)
I am still not happy with the overall shape of the room. There is only one main entrance which may be too small, and 2 secondaries which people either didn't know were there, or overlooked too much of RED spawn.

I think I am going to look into more of a cp_process last point design. Lots of entrances, good sight-lines and a bit more height variation.

Also some people want me to make this into a 5cp map....maybe one day.
 

Shogun

L6: Sharp Member
Jan 31, 2014
260
220
I think the problem with A is that there's nowhere for Red to kill oncoming Blu attackers. Players come out of Blu spawn, cross the pit, and then they're at A. There needs to be some sort of "no man's land" in between for fighting to take place. Look at cp_gorge (not the 5CP version), before Blu can even think about capping A they need to get through that yard area outside of spawn.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Yeah, the way you have the first cap set up sort of makes it feel like part of a multi-stage map. Most a/d maps have a sort of yard separating BLU spawn and the first point. I feel like it would be cool to have the area separating them be sort of like scaffolding over the pit.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
ezr8gfC.png


BLU's spawn is now going to be a transitional building, and the death-pit is gone.
RIP last minute death-pit idea.

BLU will have a new spawn and there will be an open fighting area as well.

Lobby is also going to be re-worked for A2.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Holy shit. I worked a lot on this. Not on my desktop at the moment so I can't take screenshots but here is a level overview comparison:

Before:
EA137727EC9ECC6F7A130CAA75F698E46C041E19


After:
CC3281050C1554F81BDF161AB1938A48CC43622A




In retrospect, this is what the map should have looked like for alpha 1. Sometimes you just need a little bit of a push from other people when you get stuck in a mapping rut, and testing seemed to help.


Might possibly be over-scaled a bit but it feels nice.
Update coming in the next day or two.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Updated to A2. Check thread for details.



Hoooooooooly crap I worked hard on this. In-between family affairs and working 8-hour shifts daily, somehow I managed to pump this out.

(I actually finished this yesterday but was so beat I couldn't bother updating the thread.)
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
914
1,544
Have you had this in a gameday/improv yet? I feel like the killing floor directly outside of blu spawn is so open that it will be really hard to break out of if red has a couple of half-decent snipers :)

In regards to the new area/transitional building changes, that seems a lot better to me, and makes the map seem less tiny :D