[WiP]cp_orange_cross2

Varadero_be

L1: Registered
Dec 8, 2007
44
0
Well, I know what most of ppl think about orange maps...

Anyway, I think a good orange map could be funny, and I wait some comment from snipergen about the game we played on my first version of this map.

cross210.jpg


cross211.jpg


cross212.jpg


Still WiP !!!

Many things to do before releasing it.
 

drp

aa
Oct 25, 2007
2,273
2,628
hmm... orangemap/orangebox
it could work.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Well I run full servers of people on my alpha maps that are still using the dev textures (the red and blue ones I made to destingish between team areas) and we have a fantastic time, which just goes to show you don't need a beautiful map with bazillions of props/lights/details to get great games.

Having said that, I despise orange maps for what they are: Unfinished but labeled 'finished' by their half assed probably braindead creator.
If you want to make a funky single colour map that is incredibly minimalist make yuor own textures doing just use the developer textures that signify an unfinished map. Use a limited colour pallet, perhaps redy browns for red and bluey greys for blu and a more neutral colour for the non team areas. If you spend a little more time on texturing it could look awesome without actually being textured 'properly'.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
I knew this was gonna happen....

Please, for the love of all things good, use something different besides the orange. Even if its not detailed, make the walls walls and floors with floor textures etc. The rewards out weigh the time spent clicking brush faces.


Still... 'tis a fun lookin map. I'll def. be checkin it out
 

Varadero_be

L1: Registered
Dec 8, 2007
44
0
I'm doing this orange map.
But I'm working on a "well-textured" version.

I'll release the 2 versions.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Hehe, you shouldn't. Make a normal version imho. The middle could be an awesome building like gravelpit tower on C, you can use wooden structures to make stuff interesting.

Oeh also, dont let them make teleporters at their spawn level, when i played as spy it was impossible to destroy there teleporters that high. Also add some obstacles since there is not enough cover, and the ramps should be wider.

I had fun though :O but really hard to cap, if I wasn't engineer and didn't think on myself we wouldn't have won there :)
 

Varadero_be

L1: Registered
Dec 8, 2007
44
0
Oeh also, dont let them make teleporters at their spawn level, when i played as spy it was impossible to destroy there teleporters that high.
That was my target... :tongue_smilie:

Also add some obstacles since there is not enough cover, and the ramps should be wider.
Check the screenshots. I added many obstacles for cross2.
And about the ramp, I wanted I player wide, not too... To make the job harder for spies.

I had fun though :O but really hard to cap, if I wasn't engineer and didn't think on myself we wouldn't have won there :)
Check the screens again, I modified the last/first cap points. ;)
 

Logo

L3: Member
Oct 25, 2007
115
26
That was my target... :tongue_smilie:


Check the screenshots. I added many obstacles for cross2.
And about the ramp, I wanted I player wide, not too... To make the job harder for spies.


Check the screens again, I modified the last/first cap points. ;)


You must really not like spies :p. If that's the case you gotta set aside your class bias when you map and still give spies an oppertunity to be effective (1 unit wide ramp + unsappable teleporter entrances aren't good for this)
 
G

greenridge

wonderful architecture.. but for the love of god, add some textures.
 

Varadero_be

L1: Registered
Dec 8, 2007
44
0
You must really not like spies :p. If that's the case you gotta set aside your class bias when you map and still give spies an oppertunity to be effective (1 unit wide ramp + unsappable teleporter entrances aren't good for this)
Well, I really try to make the map well balanced for all classes.

- To help spy, I add more hidding spot.
- The ramp are only 1 player wide, but there is 4 ways to get on tower...
- There is no spot where you could place TP exit safe from spies. (For example, on WELL, I'm able to place CP entry in spawn and CP exit safe from spy...)
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
The spawns look better, be carefull with coloured lights though.
Why can't the whole map look like that?