Snowlodge

CP Snowlodge b5

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phi

aa
Nov 6, 2011
832
1,815
Updated to A2, new screenshots are in OP

Filename is cp_snowlodge_72_a2
 
Last edited:

phi

aa
Nov 6, 2011
832
1,815
:D

how about now

2015-08-02_00002.jpg

2015-08-02_00003.jpg

2015-08-02_00004.jpg

2015-08-02_00005.jpg


26 logged hours of work: 12 on friday and 14 today

i'm so exhausted, see you tomorrow
 

SSX

aa
Feb 2, 2014
392
411
Well the rest of you might as well throw in the towel now. Phi's won.
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Hot damn this looks amazing.
 

phi

aa
Nov 6, 2011
832
1,815
updated to b1, screenshots in OP

there are dev textures left, only in specific places on purpose though. don't yell at me about them
 

SSX

aa
Feb 2, 2014
392
411
So I went around and took a look at the map, here's some stuff I found.

The lighting in this hallway is really dark:
gw651MO.jpg

Snow is coming through the roof in these areas:
z38HD5X.jpg

pmXidt2.jpg

Red Spawn is also dark:
Zmrosaq.jpg

The draw distance on this crate is insanely close, I should be able to see it from a distance easily:
aBaxzLo.jpg

Random Slime Block texture:
OyRjAl1.jpg

Red can see directly into blue spawn, I suggest making it a one way window:
NdYqtOB.jpg

Detailing wise this balcony makes no sense because there's no door leading into it, and there's not a ladder to access it:
noJvpZ4.jpg

And you forgot to detail behind the pillars here:
5DaQrsk.jpg
 

phi

aa
Nov 6, 2011
832
1,815
BTW I really like being able to see into the blue spawn. Unless it gives RED a huge tactical advantage, it would be cool if you kept that feature.

The area RED can see into is neither an area with spawn points nor an area BLU travels through once the round has started. For all intents and purposes, it won't change - there's no logistical reason to. BLU doesn't use the route after round starts and RED doesn't gain any advantage by seeing it (plus if RED actually wants to see in, they have to stand fairly close to the actual spawn gates - which WILL get them killed). Sorry if I sound blunt, I'm tired.
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
feedback that's too late to act on

This railing and this railing were a bit confusing because I couldn't tell if I was allowed to shoot through them. They don't actually act the same (the first one lets stuff through the gaps, the second lets nothing through). I'd probably just make it so nothing can pass through either, and maybe lean some metal up against them so it's more obvious? idk

All of the routes leading into A's room have stairs/ramps that are only wide enough for one person at a time, making it hard for Blue to attack en masse. I dig the actual layout of the point and the paths leading in, but it's the scaling that I think makes it feel weird. Maybe modify this room so it's easier for Blue to approach? You could raise Blue's entrance to the same level as the point.

On a similar note, as someone playing on Red defending A, I didn't really feel a need to leave the point to defend. Spamming all of the entrances was much easier/effective than trying to defend in the yard approaching A. I don't really have a good suggestion on what could make this better, but it seems important.

B is fun. My only complaint is that you can get stuck on the couches when running around.

Overall, one of the best maps of the contest I've played so far.