cp_minery

CP cp_minery a12

ϺΞΤЯΘΉλϺ

L3: Member
May 8, 2017
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cp_minery - This is a old timey map with 2007 style mapping ideas, based around the theme of dustbowl

This is a old timey map with 2007 style mapping ideas, based around the theme of dustbowl. This map was based on 2fort hydro and dustbowl, hopefully its not a copy because I wasn't aiming for that. This is the first stage of a multistage map which is coming out later. Hope you enjoy and thanks for the bots and people play testing it with me
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
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This map is awesome! There's a great mix of high ground, low ground and mid ground; the cover and flank routes are very nice and even with bots the gameplay is great fun. My only real problem is that at points it feels a little cramped, especially on the second point (And the first one would as well, but that upper flank route is great), and I think this is as it is a very small area. Otherwise a ton of fun!
 

ϺΞΤЯΘΉλϺ

L3: Member
May 8, 2017
126
107
This map is awesome! There's a great mix of high ground, low ground and mid ground; the cover and flank routes are very nice and even with bots the gameplay is great fun. My only real problem is that at points it feels a little cramped, especially on the second point (And the first one would as well, but that upper flank route is great), and I think this is as it is a very small area. Otherwise a ton of fun!
yah I try my best to make every map I make work with bots as well as it can plus I am redoing 2 flank routes and the bots seem to use it better to lets say get around red which I'm not sure is good or bad just yet, the one problem that I saw so far with bots is they try to go through the wrong side of a one way door which is a bit annoying but hey what can ya do this should be update very soon though (I do hope the changes make the game more fun and not annoying or one sided so far it works(plus been using bots to do most of my testing)
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
yah I try my best to make every map I make work with bots as well as it can plus I am redoing 2 flank routes and the bots seem to use it better to lets say get around red which I'm not sure is good or bad just yet, the one problem that I saw so far with bots is they try to go through the wrong side of a one way door which is a bit annoying but hey what can ya do this should be update very soon though (I do hope the changes make the game more fun and not annoying or one sided so far it works(plus been using bots to do most of my testing)
In the Red spawn, the bots sometimes get stuck on the little ramp and for Blu, they all seem to funnel down the lower attack route, making stickies and soldiers very strong
 

ϺΞΤЯΘΉλϺ

L3: Member
May 8, 2017
126
107
In the Red spawn, the bots sometimes get stuck on the little ramp and for Blu, they all seem to funnel down the lower attack route, making stickies and soldiers very strong
hmm for me they were acting smarter they actually split up and when they were getting dominated in 1 area they would go a diff route psi was thinking of adding a nav to the map so you wont have to nav generate
 
P

Prosciutto

hmm for me they were acting smarter they actually split up and when they were getting dominated in 1 area they would go a diff route psi was thinking of adding a nav to the map so you wont have to nav generate
you can manually change the nav paths, but i forget what command it was
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
hmm for me they were acting smarter they actually split up and when they were getting dominated in 1 area they would go a diff route psi was thinking of adding a nav to the map so you wont have to nav generate
That would definitely be better. You would also be able to make the mesh a lot better, more bots should flank to the top route of point A
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
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974
half of them try to do that actually and they do that a lot better with this new version of the map
I think a bridge over the lower flank area might encourage that behavior a lot more
 

ϺΞΤЯΘΉλϺ

L3: Member
May 8, 2017
126
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well this might be the fastest update I did but not a lot but it can be considered a lot so yah

fixes
-Fixed unaligned textures
-Added more detail to texture
-Cleaned up some brush work
-Cleaned up unused textures
-Added more health and ammo in routes
-Added more detail in routes
-Merged up and bottom paths for more open-ness and flanking
-Added more displacements
-Fix some lighting
-Reduce health near red spawn
-Added more signs
-Fix sniper sightlines
-Added more spectator cameras
-Re did 1 way door near B point
-Rotated 1 way door to the side and made it wider
-Open up path to one way door
-Moved 4 health packs closer together
-Removed Death pit near 4 small health pack
-Raised clip brush higher on open areas
-Fix clipping
-Made it harder to walk on edge near death pit
-Fix a lot of vis leaves
-Fix some optimization
-Added a few props for detail/cover
-Fix issue getting stuck on visualizer
-Made some brushes func_detailed
-Added more tracks
-Added more detail behind area B such as dirt stacks and mine carts
-Added more overlays
-Fix some texture shift for wood pillar
-Moved some health and ammo around
-Fix some health and ammo not having patches under them

Read the rest of this update entry...
 

ϺΞΤЯΘΉλϺ

L3: Member
May 8, 2017
126
107
Fixes/Changes

-Added new Route near first point
-Changed the First Point
-Added some overlays
-Added some props
-Change some lighting
-Fixed some clipping
-Fixed some Z-fighting
-Raised the roof clip
-Clipped some roofs
-Added some patches
-Fix some brush work
-Fix some textures
-Remove some health and ammo
-Change some health and ammo
-Added a health pack
-Up scaled the water texture
-Added more sounds
-Added 2 jump routes
-Open up some areas
-Fix issue when you can shoot through spawn door
-Added more detail in blue spawn
-Fixes dirt mound poking through the skybox
-Better optimization
-Added glass in are where you use to shoot through

Thanks for the bots and the few who help with this version

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
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The change to the first point was sorely needed, as it now means camping sentries are a lot less strong, and the amount of healthpacks throughout the map feels great, however the balcony up to the first point(from red side) could have the wall knocked down and instead replaced with a fence, allowing snipers to have a good position. Keep up the good work!
 

ϺΞΤЯΘΉλϺ

L3: Member
May 8, 2017
126
107
Fixes/Changes

-Open up Blue spawn
-Added more detail in blue spawn
-Added more signs
-Moved and added health and ammo
-Better optimization
-Added a second death pit
-Fixed some clipping
-Fixed some brush work
-Added 2 more seconds on each cap time
-Moved some stuff on cap 1
-Added some lighting
-Fixed some lighting
-Added some patches
-Fixed a soundscape issue
-Added a skylight is spawn(I looked at dustbowls version and redid it on mine but with the displacements in different location)
-Removed so phys-boxes on some props
-Added more overlays
-Added a new route to last
-Fixed clip box feeling to low
-Fixed roof where someone could stand on
-Made death pit clip ox smaller making it harder to walk on edges
-Fixed some displacements in blue spawn
-Added some props under a clip brush to make it feel more real
-Fixed some texturing
-Aligned most of the map
-Fix sound not coming up in some areas
-Fix seam in displacement
-Smoothed out some areas
-Opened up some areas
-Made red spawn doors open faster
-Fixed some func_detail
-Fixed some z-fighting
-Made stairs a little bit steeper near cap 1
-Made some rope more jiggly

Read the rest of this update entry...
 

ϺΞΤЯΘΉλϺ

L3: Member
May 8, 2017
126
107
Fixes and or changes

-Added more optimization
-Fixed some sightlines
-Open up the 2 path ways and rear path way near 1st pint
-Open up top path way
-Added some clipping
-Fixed some clipping
-Added / Fixed some lighting
-Added the 2ndstage connector
-Fixed some mismatching textures
-Made it better to see where health and ammo spawn in some areas
-Added some height variance in tunnel
-Added some more health and ammo packs
-Moved some health and ammo
-Added more detail I some places
-Added some displacements
-Fixed nodraw being seen in places
-Fixed places where players shouldn't be
-Added some out of bounds zones
-Aligned some props
-Added/fix some props
-Added some overlays
-Made yard smaller
-Added more signs
-Added some more detail in red spawn
-Fixed some buggy brushes
-Fix some brushwork
-Fix some textures
-Fixed some z-fighting
-Added more tracks
-Made the tunnels feel more of a mining facility
-Fix some places feeling very tight
-Raised the skybox
-Made tunnel to the right of first point higher

I know it doesn't seem a lot but these things take time but I hope you guys and gals enjoy

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ϺΞΤЯΘΉλϺ

L3: Member
May 8, 2017
126
107
YAY, I'm back with the newest update to my map. Hope you guys enjoyed.

fixes/changes

-Changed some health packs
-Fixed some clipping
-Added new stage
-Added some ammo
-Fixed signage
-Added death counter for death pit
-Fixed some cube maps
-Added more barrels
-Fixed textures
-Fixed brush work
-Added time messages
-Added more voice overlays
-Added custom overlay
-Fixed some wire clipping
-Fixed exploitable spot
-Added more in-depth outer areas
-Fixed props disappearing to early
-Fixed some optimization
-Fixed some collision props

Hope I didn't missed anything but yah also, I'm back baby heh(also images will be added next update)

Read the rest of this update entry...
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
The new area is great, however there are a few issues:
Some of the underground sections feel a tad cramped
Some of the overground sections feel a little overscaled
Not to mention some sightlines that can be frustrating to go against:
20180324085551_1.jpg
20180324084332_1.jpg
and this area can be camped easily by just shooting through the slats at unsuspecting enemies:
20180324084448_1.jpg
Bots also seem to get stuck under these stairs:
20180324085517_1.jpg

In the first stage, there is this sightline, however the collision mesh for the bridge seems to be a bit too large, blocking any shots too close to that wall which is very frustrating:
20180324084934_1.jpg
The fence that magically pops up is a bit disorientating:
20180324085330_1.jpg
and the death pit counter is missing its texture:
20180324082626_1.jpg

So far, the map feels really solid. Keep up the good work!
 

ϺΞΤЯΘΉλϺ

L3: Member
May 8, 2017
126
107
The new area is great, however there are a few issues:
Some of the underground sections feel a tad cramped
Some of the overground sections feel a little overscaled
Not to mention some sightlines that can be frustrating to go against:
20180324085551_1.jpg
20180324084332_1.jpg
and this area can be camped easily by just shooting through the slats at unsuspecting enemies:
20180324084448_1.jpg
Bots also seem to get stuck under these stairs:
20180324085517_1.jpg

In the first stage, there is this sightline, however the collision mesh for the bridge seems to be a bit too large, blocking any shots too close to that wall which is very frustrating:
20180324084934_1.jpg
The fence that magically pops up is a bit disorientating:
20180324085330_1.jpg
and the death pit counter is missing its texture:
20180324082626_1.jpg

So far, the map feels really solid. Keep up the good work!
Idk what to say from that xD, well thanks for pointing this out. It should be fixed really soon
 
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