Rivermelt

CP Rivermelt A8

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
Definitely a solid start Dr. Orange, some layout changes are probably in order but I've only played one testing of this.

Overall I had fun but a lot of others didn't, I would really recommend watching the demo for it. It'll be an informative one.
 
May 25, 2015
390
307
Yes, the demo was very informative, as well as the feedback on the feedback page. The map was originally not intended as a koth map, but I thought it was a little bit too small for the original gamemode, hence the large, unused areas near spawns. I'm thinking about changing it to 3cp or ctf. Let me know what you think about that.
 
May 25, 2015
390
307
Alpha 2 released!

New update released! I need proper testing as I've changed the gamemode the map is on.

Changelog:
* Changed gamemode to 3cp
+ Added control points at the unused areas outside of the spawns.
+ Added signage around the map.
+ Added nobuilds to the water under the central control point.
+ Added two more healthkits around the central control point.
* Improved lighting
* Fixed a displacement seam on the RED side of the map.
* Increased cap time for central control point.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
I think you need to design more FOR the mode and not around it. That's all I really have to say.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
Instead of changing a maps gamemode a ton of times to hopefully find one that works take a gamemode you enjoy and tackle it specifically. Create a layout with the purpose of working in a gamemodes rules, say payload for example. This maps gone from cp to koth to cp back to koth then into a 3cp which you've then since pondered a ctf version; ..or something like that.

You should try to get one of those idea's going first before thinking about all of them.
 
May 25, 2015
390
307
This (version of the) map was originally designed for a custom sd variant, but it turned out to be too small. So, as a last minute change, I made it a koth map. But it had these unused areas outside of spawns that was used as capture zones, so I changed them to control points.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Instead of changing a maps gamemode a ton of times to hopefully find one that works take a gamemode you enjoy and tackle it specifically. Create a layout with the purpose of working in a gamemodes rules, say payload for example. This maps gone from cp to koth to cp back to koth then into a 3cp which you've then since pondered a ctf version; ..or something like that.

You should try to get one of those idea's going first before thinking about all of them.

You should really use your custom tag and set it as "Lain's explanatory device" :lol:
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
This (version of the) map was originally designed for a custom sd variant, but it turned out to be too small. So, as a last minute change, I made it a koth map. But it had these unused areas outside of spawns that was used as capture zones, so I changed them to control points.

That's the problem: you started it as one gamemode, then went for another, then changed it to another. Pick one gamemode and stick with it.
 
May 25, 2015
390
307
Alpha 3 released!

Version Alpha 3 is now released.

Changelog:
- Decreased cap times on the last two points.
* Changed skybox and environmental lighting.
* Changed the last point arenas to be (hopefully) more interesting.
+ Marked the points and added more signage.
+ Added grass outside spawns.
 
May 25, 2015
390
307
Alpha 4/b released!

New version is now available! I seriously need some descriptive feedback on this now. I've been told it needs to be worked on, but not specificly what needs to be worked on. If you have any suggestions, please be very specific, like:
Move the west wall in the sewer room back 128 units to make space for some more interesting combat and add some cover.

Changelog (Alpha 4):
* Fixed HDR lighting (no more sore eyes, yaay)
- Removed the roof on the middle control point.
+ Added some space within the towers between the midpoint and the spawns.
* Fixed tunnel soundscape.
 
May 25, 2015
390
307
Alpha 5 released!

Wohoo! I don't think I've ever come this far with any of my maps. Anyways, I think I know a bit of what needs to be done and what needs to be improved. I still need a lots of feedback, and anything of any kind will be greatly appriciated!

Changelog:
* Widened a few hallways.
+ Added an extra route from spawns to mid.
+ Added a few more signs.
+ Enlarged the rooms above the mid-point.
* Changed the sunlight color.
+ Added setup time before the central controlpoint becomes available.
- Removed _3cp_ from filename.
 
May 25, 2015
390
307
Update Alpha 6 released!

New update. Pretty small. Still needs feedback.

Changelog:
+ Added a few one-way doors.
* Detailed. I was bored, don't judge me.
+ I think I added a platform next to the last points, or was that the last update?
+ Added fences around the last points.
+ Added sniper decks next to the middle point.
 
May 25, 2015
390
307
Alpha 7 Released!

Well, it took some time and doing, but it's finally here! Hopefully, the last points should be marginally more interesting now.

Changelog:
* Updated the last control points.
* Improved BLU's spawn room.
+ Added some shameless self-advertising.
- Gibus :(
+ Some posters.



Read the rest of this update entry...
 
May 25, 2015
390
307
Version Alpha 8 is released!

2 days after alpha 7 we suddenly got alpha 8. Well, the changes done was small, but I have a feeling they'll make a massive impact on the balancing of the map.

Changelog:
- Removed water.
- Removed direct paths from spawn to mid.
+ Added an additional area near last.
* Displaced some displacements.
+ Gibus!

Read the rest of this update entry...