Chemplant

CP Chemplant A3.6

vanSulli

L2: Junior Member
Jul 31, 2015
55
27
Chemplant - Hardly anything happens, but there is a cliff.

Every great mapping career has to start somewhere, but maybe this isn't that start.

(last point of what I hope will become a 3-stage Attack/Defend map)

Changes for 7/16:
  • Lighting in the last room and in general has been improved
  • Path to first point extended, convoluted
  • Proper blu spawn
  • Sightlines shortened all around the map (somewhat)
  • Nerfed ceilings
Hopefully this will basically be playable, so then I can move on to the other two stages of the map.
 
Last edited:

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,844
The High Dynamic Range lighting in your picture looks incredibly bright. You should probably tone it down a little or just compile in LDR. I'm looking forward to this map though
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Aesthetic wise this looks promising. Just expand on it a bit!
 

I dinne ken

Has currently had enough
aa
Apr 16, 2016
324
432
If you don't want to have viewmodels in your screenshots type r_drawviewmodel 0. Do r_drawviewmodel 1 to get it back afterwards.
 

vanSulli

L2: Junior Member
Jul 31, 2015
55
27
That's helpful, thanks! I'm used to using an impulse command in other Source games to hide it.
 

vanSulli

L2: Junior Member
Jul 31, 2015
55
27
Changes for 7/16:
  • Lighting in the last room and in general has been improved
  • Path to first point extended, convoluted
  • Proper blu spawn
  • Sightlines shortened all around the map (somewhat)
  • Nerfed ceilings
Hopefully this will basically be playable, so then I can move on to the other two stages of the map.

Read the rest of this update entry...
 

vanSulli

L2: Junior Member
Jul 31, 2015
55
27
Updates 7/17:
Got a lot of really good feedback from the last version (thanks everybody, especially for linking the articles) and it'll take a while to ingest it properly. I've made a lot of "little" changes to test stuff. It should play a lot differently.
  • Made last point a lot more defensible and also added a new route in.
  • The last cp is up against the wall a bit; it's a lot harder to fall into the pit and it feels generally safer to stand on (it's also a lot wider).
  • Generally made Red's spawn a lot more bearable: fixed glitches, improved lighting, etc
  • Clipped stuff
  • Added a new route to the first cap; honestly not sure how it will perform
  • Did some sightline blocking that might end up being bad in the long run because of how I did it

Read the rest of this update entry...