[WIP]cp_timber

Chilly

L6: Sharp Member
May 3, 2008
326
127
Post pictures please. Most people won't download the map just to check it out without seeing some promising screenshots first.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Cap times felt too fast. Personally I thought A and B were too similar in structure and basic layout to gravelpit's points. As well, A and B were too crowded and C was too big and open.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Yeah, I feel the same. A was small. C is gigantic.

I thought alot of the B & C sides were just too wide open. C needs closed in alot.

Someone said the spawn room for Blu was way too big. Not a big deal IMO but it is very large. I don't know, gravel pits is large too but feels different, probably because you leave a small spawn room and go outside to wait.
 

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
Yeah, I feel the same. A was small. C is gigantic.

I thought alot of the B & C sides were just too wide open. C needs closed in alot.

Someone said the spawn room for Blu was way too big. Not a big deal IMO but it is very large. I don't know, gravel pits is large too but feels different, probably because you leave a small spawn room and go outside to wait.

ya I am planning on making that blu spawn area waiting place to be outside

thanks for all the comments guys
 

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
^ ;) Those linked to the same image.

I realize the map isnt perfect in terms of visuals. Obviously, it isn't perfect in gameplay, either, so that is why those doors are just placeholders. Once it goes into beta I will go into more detailing. right now it needs to be like that so I can change the layout efficiently
 

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
not many people were there for my map on gameday. Thanks to anyone who helped test it though. I will be moving to beta soon
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I have put the map in rotation on a server (see signature), hope you don't mind.

Other feedback: the map feels alittle gloomy, you could try setting the sun (environment_lignt) angle a little higher so that there's a little sunlight in the map :)
Also, a few people have commented on the sizing on the map, not that the map is too big but rather that buildings are oversized/overscaled.. you feel really small in some places.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
some things I found:

cp_timber_a50000.jpg

cp_timber_a50001.jpg

cp_timber_a50002.jpg

cp_timber_a50003.jpg

cp_timber_a50004.jpg

cp_timber_a50005.jpg

cp_timber_a50006.jpg
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I didn't notice any major changes since last time i played.

The gameplay seemed alright. C is tough though.
1: it's very wide open and even the tunnel from A to C at the bottom is closed off but chicken wire so you can't really suprise anyone coming out of there.
2: demos and soldiers can get above C but noone else, that makes it really hard to kill them. unlike B in Gravelpit where they can get on the roof and shoot trhough a small hole into the point, on this point they aren't exposed (like GP B on roof) and they have a huge hole to shoot through and a huge platform to hide on.
It's really hard to get any shot on them and they have full access the the entire point.

Visually there are alot of things that could be cleaned.
1:chicken wired needs to be about 80% smaller. It's huge now and looks odd.
2:by A there seem to be alot of seams/mismatched brushes.
3: the A sign in spawn casts a weird black line shadow in the doorway.

But I'd say the one thing that needs most work is just some cover on C, it's like a huge rectangle. Some building pathways from front to back or midway. Make it friendlier for attack.

Oh yeah, seems like defense on C might have real short spawn time but attackers have pretty long time, seems backwards.