CP Soma [Deleted]

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Aug 30, 2015
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Soma - Just Let the Silence Come Again

For months I've been making plans to rip off Gorge and now I've finally acted on them.

The map employs verticallity to do... something, I don't know it's still kind of a mess


If this is better than my previous two maps, I'll chalk that up as a win
 
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nickybakes

You should've played Rumbleverse
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It's probably better to have all the points there when you go to get it tested. If you don't do this, people will think the 1 point is the whole map and probably complain. Also then you can work on balancing both points together and balancing the connectors and transitions between them. Multi stage maps are pretty much the only thing you should submit "unfinished", with only one stage done, and only getting the one stage tested.
 
Aug 30, 2015
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Added Point B

Raised pit in front of Point A to a shallow ditch
Removed car and medium health pack sunk into river, they will be missed
Removed giant fuck-all skybox around entire map
Numerous Minor edits

Soma is the seventh track off Smashing Pumpkin's 1993 album, Siamese Dream. Despite being credited as co-written by Billy Corgan and guitarist James Iha, it has been noted that the song was in fact, entirely written by the latter.

Now that it has a functioning set of control points, the map is ready for testing. Expect to see me prowling the Steam Chat ready to pounce on any mention of an Impromptu test

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Zed

Certified Most Crunk™
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That tagline isn't actually the correct lyric though.

Also the Strokes song was better.
 
Aug 30, 2015
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Yeah, yeah, yeah, I know. Basically any Smashing Pumpkins line that contains the word 'Sadness' I swap out for 'Silence,' I find it sounds less, I don't know, fifteen-year-old poetry-y I guess. Not the first time I've changed a song to what I think sounds better and it probably won't be the last
 

Zed

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Basically any Smashing Pumpkins line that contains the word 'Sadness' I swap out for 'Silence,'
"Intoxicated/With the madness/I'm in love with/My silence?"

From the album "Mellon Collie and the Infinite Silence"
 
Aug 30, 2015
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Nobody ever said I was a particularly bright person
Plus, Infinite Silence does have a nice ring to it
Also nothing can be done about Zero

What am I supposed to do, write a tagline that makes sense? Phah, reason and logic are the shackles of the man, man
 
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Aug 30, 2015
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A few minor changes ahead of tomorrow's game day, such as some minor layout tweaks and a few more signs. Most notably optimization work and cubemaps

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Aug 30, 2015
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Aug 30, 2015
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A few minor changes to Soma based on feedback Monday's test. I'd like to run another test to determinewhat to keep where to focus the next round of heavy changes before making any deep cuts. Right now it looks like I will be leaving Point A mostly the same, but rebuilding the area in between Points A and B from scratch. I've been tossing around ideas for a completely new Point B and Blue Spawn, so that's nice I guess. Writing this it occurs to me that no one will read this.

Added one-way door into flank route to Point B
Added pickups and crates to stair in red yard
Added ledge area to red yard
Removed walls on flank route to Point A
Lowered Blue Spawn
While Soma is 6:38 long
Added custom overlays to spawns
It is only the third longest song on the album
Tightened hallways around Point B
Added lower areas in Point B room
Added props in riverbed to mark out clip better
Reset fog to a reasonable level

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Aug 30, 2015
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OK so for version A3 I made a bunch of changes that sucked, so I never released it. I then redesigned the whole thing and rebuilt it from the ground up for some reason

Notable Changes from A2
Remade the atrocious Point B into something that might actually be worse. A proper Point B is currently in the design stage, I think it will be much better
Remade the atrocious Blue Spawn into something that resembles an actual map
While Soma is 6:38 long, it is only the third longest song on the album, coming in behind ‘Hummer’ at 6:56 and ‘Silverfuck,’ which clocks in at an attention killing 8:43
Blue Forward spawn now has two exits
Point A remains mostly the same with some changes to flow
Added even more brushwork crates!
Tightened up a few things

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A4 Annotated.jpg
In the Future:
Check scaling against other maps, I fear things may be too close together right now
Optimization
You can see through walls if you look through any skybox, which is neat
Remake Point B, hopefully incorporating existing brushwork

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Aug 30, 2015
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Another day, another reason to throw everything in the bin. Hooray!
 
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Aug 30, 2015
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A5 & A6 -May 24th

Made a new Point B
Redesigned areas between Blue Spawn and Point A to have better flow. Repurposed A4’s Point B as the Blue Yard (I say repurposed, it was originally designed as a connecting area)
Lowered window into Red Regroup to better accommodate assault
Emancipated land rover from ditch
Added scoreboard that tracks time and kills for some reason
Changed blue forward spawn doors to open from the sides
Aesthetic changes:
  • Changed skybox from haze to fever
  • Changed lighting from badlands to fever’s recommended settings
  • Added grass
  • Changed swamp concrete textures to regular concrete
  • I’m all by myself, as I’ve always felt - I’ll betray myself, to everyone
  • Changed most swamp metal textures to swamp tile
  • Replaced various textures with dev textures or cleaner versions of themselves
  • Removed karst rock, added more swamp rocks, reasonably sized trees
  • Oh, and by the by, that asphalt texture is part of the construction pack
Clipping

A5 is an unreleased version, it is mostly the same as A6 with the A4 Point B

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Aug 30, 2015
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A7 - June First

Made some changes to make capturing Point A harder:
  • Raised window into Red Regroup to better accommodate defense
  • Deepened ditch, blue can not easily get back into forward
  • Added walls to make area around Point A feel more secure
  • Added an ammo pack to Red Regroup to encourage Engineers to build in the room
  • Shuffled pickups around Blue Forward
Added more routes into and around Point B & my soul
Fixes:
  • Fixed Red spawning in Blue Forward Spawn
  • Fixed missing overlays, broke a few more
  • Fixed Area Portals tripping over their own feet

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Aug 30, 2015
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My lack of progress on the map is staggering, but at this point it would technically be harder to start something new, so I guess I'll finish it.
Fuck.
 
Aug 30, 2015
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Egan

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Feb 14, 2010
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_a8 quick video thought:

View: https://youtu.be/Vs5HCHoKNJo


def check feedback.tf2maps.net
I think it could do with another playtest if you want

I think in retrospect you shouldn't remove that shutterdoor like I suggested near the end since it does block a sightline, but I think if you could somehow alleviate that feeling of 'everything looks the same' in the first area it would help players orient themselves.

Also it feels like it's really scary being thrown off the first area's heights, like if you try to defend the bridges from blue spawn or the area near there you will get thrown into the low area by knockback and probably die. If you stand near blue spawn exit you will die like immediately. And with those two things in mind you wonder why even try to defend it - so maybe lessen the height different / use big displacement ramps of hills I think would help.
 
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