Jemez

CP Jemez a3d

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Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Maybe use something else for obstacles? You can use something brush-made, fences, even cars. Answer what is most fitting this place, and use it.
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
So.. many.. barrels... But seriously, try a different approaches to detail or sight blocking. Brush based is the best, at least at first. The layout looks solid but a middle point on a bridge in a desert environment. Where have I seen that before? Seriously, No offense, but maybe try for a slightly different theme. Even if your not trying copying another map it's best to keep a safe distance from popular maps. Do you like Badlands? Probably. Do you want another Badlands clone? Probably not. That's not to say you should stay away entirely. There's a reason certain maps are popular, try to tap into that. I'd recommend taking small bits of inspiration. Like theme, or bits of the layout. Mix it around with other designs or layouts or add an original theme like Egypt or Hydro or something you like. Have you played on a 5cp map set in the desert or alpine? likely. Played on a 5cp map set in Egypt or Japan? Unlikely. Give us something new. Something unique.

~Cyto
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
So.. many.. barrels... But seriously, try a different approaches to detail or sight blocking. Brush based is the best, at least at first. The layout looks solid but a middle point on a bridge in a desert environment. Where have I seen that before? Seriously, No offense, but maybe try for a slightly different theme. Even if your not trying copying another map it's best to keep a safe distance from popular maps. Do you like Badlands? Probably. Do you want another Badlands clone? Probably not. That's not to say you should stay away entirely. There's a reason certain maps are popular, try to tap into that. I'd recommend taking small bits of inspiration. Like theme, or bits of the layout. Mix it around with other designs or layouts or add an original theme like Egypt or Hydro or something you like. Have you played on a 5cp map set in the desert or alpine? likely. Played on a 5cp map set in Egypt or Japan? Unlikely. Give us something new. Something unique.

~Cyto

Thing is, alpine is good for player recognition (as green contrasts with red / blu) so you can see enemies clearly. This is why _pro maps are generally rethemed to alpine.
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
Thing is, alpine is good for player recognition (as green contrasts with red / blu) so you can see enemies clearly. This is why _pro maps are generally rethemed to alpine.
Very good Point. Although what maps have you ever had player recognition be a problem? The Pro version of Viaduct makes visual improvements but how big of a problem was it before? Is sacrificing an original look worth the extra visual performance? Good questions, ones I probably don't have good answers to. I guess a good place to start would be whether the map is intended to be competitive or not. Plus, theirs always rethemed _Pro maps.

-Edit This is getting a little off topic. Oh well..
 
Jul 26, 2015
697
820
Updated to version a2b:
  • Major overhaul of first and second points
  • Expanded the size of many areas that felt too cramped
  • Added another entrance to first/last point that flanks the other entrances
  • Retextured a lot of stuff because I didn't like the bricks
  • Adjusted health and ammo packs around the map
  • Put hand signs on all forward spawn doors

Read the rest of this update entry...
 
Jul 26, 2015
697
820
Updated to version a3c:
  • Completely changed transition between second and last points
  • Reworked last a bit
    • Slightly larger, more cover for defenders
    • Added tunnel area behind point
    • Removed a ground floor exit on the right and added one on the left
  • Changes to second
    • Balcony window entrance following second has been moved to the adjacent wall
    • Point area is slightly larger
    • Flank entrance with height disadvantage replaced with nice pretty garage door
  • A bit of optimization
  • Added respawnroom visualizers
  • Nonsolid lamps and railings

Read the rest of this update entry...
 
Jul 26, 2015
697
820