CP Ruin Delta [Deleted]

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simon450

L1: Registered
Mar 7, 2016
43
2
Ruin Delta - A/D map with 3 control points

A/D map with 3 control points set in a ruin

this map has basic lighting but the logic works and the initial layout is done. my first map was what you would expect from a first hammer map. this time I think it will be a lot better.

feedback

- layout
- scale
- health/ammo placement
- timing (cap time,setup time)
 

Jekyllson

L3: Member
Jun 20, 2015
115
67
I like the look of the geometry. Just to clarify, is this a linear A/D map, or is it Gravel Pit/Junction-style?
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
I took a look around the map and it seems promising. Although I do have a few comments.

In blue spawn having the spawn cabinet lying on the ground was interesting but seemed out of place, maybe It will look better when you detail. It also might confuse some players. Same thing with the windows, they look like they can be jumped though but can't, you could try adding something to suggest they're unreachable.

cp_ruindelta_a40000.jpg
This space outside outside Blue spawn is far too flat and wide. shorten it and add some height variation or something.

Blue > A
This area could use a lot of work. The drop in to the water is one way and players are then forced to go though an ugly choke point, the water tunnel, into the death pit. The death pit is fine in idea but it's going to be spammed out. The only way to get out of said death pit is though two cramped stairs that can also be spammed down. The only alternative to this is another cramped stair way.

A
seemed fine, not much too mention.

A>B
These connectors look a lot better, if not a bit long.

cp_ruindelta_a40001.jpg
Turn this jump into a ramp. It'll be the favorite path so accommodate for that.

cp_ruindelta_a40002.jpg
This sight line is a bit long. Maybe you could move the far shore closer to the bridge. Also, there's only one way out of the water.

B
Seemed pretty decent you'll have to play test for solid feedback though.

B > C

Overall I found this part of the part just too long. With some expanding you probably could add another capture point if you wanted.

C
It looks like a capture point. Probably will play okay. It is fairly far from blue's forward spawn however.

Generally some of the weaker points of the map need some work and some of the spacing is too big. The map is correctly scaled though, so that's a great start. You should also add a forward spawn for red if you keep the current map size.

Keep in mind I was just running around the level. Solid feedback comes from loads of play testing.
 

simon450

L1: Registered
Mar 7, 2016
43
2
thanks for the feedback whit this and the feedback from play testing Ruin Delta should improve
 

simon450

L1: Registered
Mar 7, 2016
43
2
Blue > A
I changed the layout a bit but it's far from perfect

A
made it a bit easier for red to hold
increased time to cap

A > B
added a forward spawn for red
changed blue forward spawn location
turned jump into a ramp
fixed the visualizer
changed the river around a bit

B
B should no longer be really easy to cap before red can arrive also added cap time

B > C
small change to layout


misc
I remade red spawn completely
adjusted fog settings
(for testing purposes I lowered the cap time a lot but I apparently forgot to change it)

Read the rest of this update entry...
 

simon450

L1: Registered
Mar 7, 2016
43
2
a8

- red door closed not notable
- red has enough setup time now
- capping B adds less time
- A / C capture zone larger
- added a wall next to blue spawn
- added a new path for red

I was messing around with some lighting and detailing tell me what you think

Read the rest of this update entry...
 

simon450

L1: Registered
Mar 7, 2016
43
2
a9

- A has a sentry spot now
- A less flat
- Made second route to A more obvious

- B cap model now changes to the correct skin
- B changed layout a bit
- B extra route

- C new route for Blue
- C control point reworked


- fog
- random changes to lighting
- clipping makes more sense

Read the rest of this update entry...
 
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