cp_zahndah

CP cp_zahndah a2b

zahndah

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Jul 4, 2015
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cp_zahndah - A 5cp map set in-between a RED and BLU base.

On a cliff side by a waterfall, red and blu acquired some land. Both built bases and both want to destroy the others'...

known bugs: invisible water, tried everything I could think of and searched up how to fix it but nothing worked.
long sightline from red / blu cap 1 to last
too generous pickup placement
spammy lighting
 

zahndah

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Jul 4, 2015
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It is a waterfall, as I mentioned the water is invisible.
I currently am also just converting the other screenshots from tga so they will come very soon.
 

zahndah

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Jul 4, 2015
721
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some screenshots:
cp_zahndah_a10000.jpg, cp_zahndah_a10001.jpg, cp_zahndah_a10002.jpg, cp_zahndah_a10003.jpg ,cp_zahndah_a10004.jpg, cp_zahndah_a10005.jpg

Edit: forgot to turn up in game quality so screenshots may be bad quality
 

zahndah

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Jul 4, 2015
721
642
It is a 5cp map, just in the screenshot with the square room I had to go into the ceiling to get a half decent screenshot so the capturepoint is hidden.
also thanks killohurtz, I will update it soon and see if it works.

edit: tried changing to cheap water but it still is invisible. Next up is areaportals to try seperate all the water up.
 
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Moonrat

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Jul 30, 2014
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It is a 5cp map, just in the screenshot with the square room I had to go into the ceiling to get a half decent screenshot so the capturepoint is hidden.
also thanks killohurtz, I will update it soon and see if it works.

edit: tried changing to cheap water but it still is invisible. Next up is areaportals to try seperate all the water up.
Invisible water is more likely than not just a leak in your map, go and find it using a pointfile, or the compile checker if that is not it.
 

zahndah

professional letter
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Jul 4, 2015
721
642
Invisible water is more likely than not just a leak in your map, go and find it using a pointfile, or the compile checker if that is not it.
I thought i had fixed all the leaks but it turn out there are loads! Thanks for the advice will fix in the morning.
 

Bunbun

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May 18, 2014
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For a second i thought your last point was a shower room!
 

zahndah

professional letter
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Jul 4, 2015
721
642
I fixed all the leaks and now the water in the blu base is working but all the other water isn't. The only thing different about it is that is is the closest to the lod.water.control, does every patch of water need one or just one in the map?

Edit: the water that does work is also displaying the black and purple checker dev texture thing from an angle despite having a cubemap.
 
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zahndah

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Jul 4, 2015
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So almost all the feedback I got from an imp was that the map is too linear, so i have sketched something up that might make it much less linear. Please say if you think this would help alot:
cp_zahndah_a10005.jpg
 

YM

LVL100 YM
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Dec 5, 2007
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A route that goes from mid, skips 2nd and goes straight to last? no, that is not at all what we meant.

Currently, 2nd and last are just boxes. And that's pretty bad, you need to create interesting spaces, with different routes to places (think in threes, high ground, main route and low ground) You need to ditch your super dependance on jumping, the main route should include 0% jumping and the side routes (that are either high or low) need to include only a small handful of jumps at most.

The next problem is that you funnel everyone into super tight corridors, you had quite a reasonable amount of space between last and 2nd but because of those giant orange baffles and the only door into last, everyone has to run though a tiny <300 unit gap. Break stuff up, don't just funnel everyone in a straight line.

Look at the flow of a map like badlands or yukon or coldfront. See how there's always multiple routes into each area that are far enough apart that they can't be easily locked down at the same time. See how there's hight differences made without forcing anyone to jump (almost) ever. See how there aren't just square pools of water.
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Thanks for the feedback, I also realized how stupid of an idea that path to last was just after I posted but didnt change it, you have inspired me to extend the smaller flanks further along the 2nd to last connector so you dont have to be funnelled through the small corridor.

I also may re-design last to be a bit less open and less jumpy

Edit: Water pool are square at the moment due to how i was too lazy at that point to do the displacements properly so it isnt just square (fixing that soon too)
 
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zahndah

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Jul 4, 2015
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642
Screenshot (5).png
A glimpse into the new last capture point (not a big box anymore, yay!).
 

zahndah

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Jul 4, 2015
721
642
Expect a2 soon, everything done for red - i just need to copy it over to blu side. Some major changes are :
cpzahndah a2 edited.png

Sorry about that white bit ^^^
 

zahndah

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Jul 4, 2015
721
642
Thank you, after a gameday / imp i may remake 2nd too dependent on how it plays (im not very happy with the design of it).
 

zahndah

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Jul 4, 2015
721
642
-Completely redesigned last
-added lots flanks
-added doorways to the balconies at mid
-added windows in useless room above farward spawn
-added steps at 2nd
-made some square ponds not square (the rest will be done in a3)

Read the rest of this update entry...
 

zahndah

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Jul 4, 2015
721
642
tried to fix riverbed being seethrough but it didnt work, will be fixed in a3
Removed strange brush going over wall at mid
changed to day time (because im bad at lighting very well).
removed all outside lighting

Notes: Next update will be the 'uncramp' update (as dubbed by me) i will be making the map more spacious and also, i will be adding signs so that it doesn't take 5 mins to find mid!
I know about the 2 doors to the balconies at mid that get you...

Read the rest of this update entry...