cp_potrero

CP cp_potrero a3

nitewalker

L2: Junior Member
Aug 5, 2014
64
141
cp_Potrero_a1 - currently themeless! exciting stuff

hello folks,

long, long time lurker, first time poster here, and this is the first map i've ever gotten to a playable state. it has plenty of issues, and it's definitely over-detailed for an a1, but i'd love some critique! thanks in advance fellas, and thanks for all of the tips and tricks that i've been reading about for the last year and a half.
 
Last edited:

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Welcome to the site. Your map looks interesting. I look forward to playing it.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Seems like you understand map design well. This isn't flat and boring, or just an open room, it actually looks interesting to play on. Congratulations and welcome to the site!

I too lurked for a while before I joined.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Looks promising, but this appears to be a long, flat sightline. I don't really know how this area will play out so it could actually be fine, but I thought it worth mentioning.
 

nitewalker

L2: Junior Member
Aug 5, 2014
64
141
Thanks everyone, i've had some experience with map design programs before as well as a lot of experience in autocad which has a lot of similarities, i'm mostly struggling with the internal logic of the system but i'm beginning to understand it.

Looks promising, but this appears to be a long, flat sightline. I don't really know how this area will play out so it could actually be fine, but I thought it worth mentioning.

this has worried me for a while but i've made it so that the sightline is essentially null unless you are standing dead center along the pathway, and there are angles at either end that you can get flanked from. i'm still not sure if it will end up being ok but i guess i'll find out in testing
 

nitewalker

L2: Junior Member
Aug 5, 2014
64
141
tiny update based on info from the thread + some stuff i had forgotten to clip, not really deserving of new screenshots just yet

+brightened up several indoor areas
+stairs are scaled properly/all clipped
+tweaked some geometry in various places

i think the next big update i'll do is going to be completely gutting the wide room connecting mid to the yard before last, it seems to be way too open and easy to push through right now compared to the other mid -> 2nd options as well as making the rollout from last to mid too fast

Read the rest of this update entry...
 

ErickShock

L1: Registered
Aug 23, 2015
20
10
Woah. Great brush work. Aside from what tyler said, there's almost no first glance problems on your map. Let's wait for what gameday has to say. Looks promising so far!
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
This entrance is weird. It goes right past spawn, is very far away from the other chokes and is pretty definitively the best spot to push from with uber. I would suggest removing it entirely and focus on making the other entrances more defined.
kfJi7gi.jpg



This map has a lot of issues with things being too open, there isn't a good place to hold that wont severely leak. I'd suggest removing one of the doors to the right and making it a little smaller, and then removing the next thing i'm going to talk about
JMRLaoD.jpg


This room. I really dislike this room. It currently lets you go completely past last and/or behind the enemy team holding second, allowing you to use that disguising sightline on second to take shots at the enemy who really cant do anything about you without giving up second.
YwLbSkf.jpg


sightline in question
WsCNDEg.jpg


You might want to use the hazard overlays to be able to tell where the capzone is on this. It's very small as is. Look at maps like Badlands, Process and Snakewater. They have defined and fairly forgiving capture zones.
5JSsj6W.jpg


Nodraw here, but you probably know all about that
gZvF5fj.jpg


It wouldn't hurt to clip these.
ua9BdYI.jpg

an example of how to clip them from cp_derecho_b4
hxiwMUn.jpg
 

nitewalker

L2: Junior Member
Aug 5, 2014
64
141
updating potrero to a3

major changes include:
-reworking the majority of the last point + spawn, as well as an increased last cap time
-reworking connector room to allow 2nd to be better held/fewer sneaky last caps
-stronger color identity to orient players
-some bugfixing

initial todo for a4:
-optimization
-improve layout clarity

Read the rest of this update entry...