pl_cliff edge

PL pl_cliff edge a7v2c

Billo

aa
Feb 8, 2016
920
397
pl_cliff edge - payload map thing

its a payload map inspired mainly from pl_cashworks.
i didnt copy and paste features of it but it was the map which made me want to create pl_cliffedge
 

Billo

aa
Feb 8, 2016
920
397
in this version:
i took notice of the feedback my friends and other players gave me and like so :
*final's point under constraction building's balcony was changed.
(now reds can go up there quite easily.)
*added more areaportal.
*fixed big sightline on the third point.
*added more clip,patch,pickups etc.
*some general changes and minor issues were fixed.
*water was fixed.
*rock blocking the health pack was fixed.

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Billo

aa
Feb 8, 2016
920
397
in this version:
*third point was changed, now the cap area is a bit further back and a new building is there.
*third blu spawn was moved a bit.
*last now has been changed,there is a small area that players can fall and there is some health and ammo that they can grab as well.
*First point was changed too a bit.
*second capture point was moved. so now its harder for blu to cap second.

there are still some small issues/errors/bad things-dunno
that i am going to fix.
the changes are for now so i may change some of them.

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Billo

aa
Feb 8, 2016
920
397
in this version:
*added a brand new building on last.
*fixed some issues with the map
*added some rocks on the first point to "fix" sightlines.
if this wont work i will try to change the blu spawn a bit.
20170501131719_1.jpg
20170501131605_1.jpg


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Billo

aa
Feb 8, 2016
920
397
in this version:
*fixed almost everything i got from feedback.
*Map is now optimised.
*The Previous skybox had been revomed and i added it correctly so it doesnt render the whole map at once.
*blu spawn one has been changed a bit. now you dont do a 180 to get out of the spawn.
*changed a useless place on final (close to redbase)
which previously was just a square platform now it is a building with 3 windows.
*fixed some sightlines.
*the Bridge on First point has been deleted and replaced with a new one which i made from scratch.
*added some small details such as if you look behind a place that you cant go like a fence, behind it is now something instead of nothing - lel
*fixed teleport didnt work when blu capped second. that makes any people on redspawn teleport to the last point.
*added more clip,areaportal etc.
*replaced wooden fences(prop) on last with wooden brushes (i cant explain it better)
*now some wooden walls that are around the map for the use of fence, demomans can charge on them and do some crazy stuff.

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Billo

aa
Feb 8, 2016
920
397
In this version:
last point was dramatically Changed.
added on last 3 brand new buildings.
changed spawnrooms.
now last is bigger.
fixed some small issues.

Note:
i didnt have the time to fix all the issues i got from the feedback but i want to see if the new changes are working.

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Last edited:

Peredice

L1: Registered
May 13, 2017
5
3
Hey! I tested your map and I found a few interesting things.
*Strange unrealistic shadow (Disable shadows for the prop)
20170515071513_1.jpg

*Some displacement bugs
20170515071529_1.jpg

*Props colliding
20170515072022_1.jpg

*Unrealistic shadow for tracks at spawn (Disable shadows for that prop)
20170515071335_1.jpg

*Some bad clipping
20170515071340_1.jpg

*Buggy water
20170515071622_1.jpg

*Displacement bug
20170515071728_1.jpg

*Some floating props
20170515073057_1.jpg

*Sudden texture change
20170515071901_1.jpg

*Should be a rollback zone
20170515072947_1.jpg

*This one too
20170515073042_1.jpg

*No texture on wall
20170515073344_1.jpg

*Displacements colliding
20170515073303_1.jpg

*Windows floating
20170515073356_1.jpg

*Some strange water bug?
20170515073422_1.jpg
20170515073425_1.jpg

*Should be a rollforward zone
20170515073230_1.jpg

*Minecart floating
20170515073551_1.jpg

20170515073459_1.jpg
 

Attachments

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Billo

aa
Feb 8, 2016
920
397
thanks for your feedback!
i will try fixes all of the issues and thanks for the time you put into helping me.
 

Billo

aa
Feb 8, 2016
920
397
in this version:
*Last Was Again Fully Changed (now i believe it is a lot better that previously)
*Fixed A lot of issues.
Special thanks to: Peredice who gave me a ton of feedback and i really thank him for it.
*added more clip , areaportal etc.

Note:
if everything goes as planned the next update is going to be Beta.
Also look at the previous "lasts" to see what i changed.
20170422220549_1.jpg
20170501131554_1.jpg
20170518121429_1.jpg
20170518121151_1.jpg
20170518121239_1.jpg


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Umaroth-24

L2: Junior Member
Jan 1, 2016
63
18
here is some feedback:
you can stand here
pl_cliffedge_a80001.jpg

and on the cliff in the back as well
pl_cliffedge_a80002.jpg

Lots of textures are misaligned, here are some examples:
pl_cliffedge_a80004.jpg
those wood textures should be vertical instead of horizontal
heres a nice tutorial on how to do that:
View: https://www.youtube.com/watch?v=Rzz14Fu_lGc&list=PL2KT0JL74QfcI2FSN_MdQ7agYL4DmP7hZ&index=8

something else about those boards/brushfences, those woodtrims arent clipped that well on some of them, like this one for instance:
pl_cliffedge_a80005.jpg

Some props have weird shadows on them, compiling with staticproplightning should fix that
pl_cliffedge_a80006.jpg

these displacements arent sewn
pl_cliffedge_a80003.jpg

having this fence over there, doesnt make that much sense imo.
pl_cliffedge_a80007.jpg

Something else i did notice through the whole map, you use a lot of dev textures on the same building (the outside). And most times they dont align as well. I recommend to stick to like one/two dev textures per building and to use other textures for details like doors or trims. In this example you used three different dev textures for one building while i feel like the red part didnt add that much:
pl_cliffedge_a80008.jpg

About gameplay: with some buildings i felt they were kinda looking like a route, while it was only a death end with a health/ammopack. For instance that health/ammopack on the groundlevel of last. But i will leave it with that cus ive only played the map with 6 people on the server xD

I hope this will help:)
 

Billo

aa
Feb 8, 2016
920
397
in this version:
*deleted the previous last point and almost the previous third point.
*third and last were redone completely.
*added some details ( because 30 mins before i was going to make the map fully detailed for beta but then i realised that i needed to test if everything works just fine first.
*some issues were fixed.
*added more clip,areaportal

Note:
i hope you not only like the changes i did but also i hope it plays good in order to get things going and finally finish the map one day.
i really like where this is going but i did almost nothing while i was to my pc but doing this map and i got a bit tired of it.the thing is that
while working i was very excited about the map. the version may be the best i made and you may love it but it's unclear for me now if it is good enough or not. we will playtest the map hopefully and we will see.
tell me your opinion on what you like/dislike about the map so i know what to do.
20170525163742_1.jpg
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20170525163813_1.jpg
20170525163822_1.jpg
20170525163830_1.jpg
20170525163839_1.jpg
20170525164011_1.jpg
etc.

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Billo

aa
Feb 8, 2016
920
397
in this version:
The Map Is Now on Beta :D
Third Changes again last is now bigger and fixed some problems.
added a lot more clip.

Note:
if the gameplay goes good enough with no problems like oh this part needs to be redone or something then i will start fully detailing the map.

also the screenshots are 1-2 days ago
20170528002632_1.jpg
20170528003444_1.jpg


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Billo

aa
Feb 8, 2016
920
397
in this version:
*third point was almost completely changed.
*added some details on second point.
*fixed some issues.
*added more clip etc.

Note:
i would like you to tell me your opinion about the whole map and especially the last point which i am very concerned on changes some things, such as making it bigger or shorter for example
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Billo

aa
Feb 8, 2016
920
397
thanks a lot mate!
i would like your opinion on last point. do you think is good or does it need some changes?
 

Billo

aa
Feb 8, 2016
920
397
in this version:
*last was changed a bit.
*also the way to go to last was changes as well. there are the most noticeable changes.
*fixes and improvements.
*map is now optimised - but still i can do it a lot better. i just wanted to see if the map works fine before doing some crazy optimization or something.
*added a new red spawn close to third point in order to help defending the "cave" and from there the third point. (note: if blue cart passes a area on the cave the spawn will change, the area is where the cart turns to get out of the cave.
*added more light.
*added more clip etc.

Note: i previously did some other changes to the map which you can see down to the pictures i have here. the reason i scrapped everything was i felt like doing those changes was unfun and not cool to fight and the buildings didnt give much to the map and i didnt like how it turned out to look.
20170606185738_1.jpg
20170606185748_1.jpg
20170606185757_1.jpg
Snapshot_1.png


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