Erosion

ikem

L6: Sharp Member
Dec 8, 2008
268
34
Started new, and alot of changes, hope u like them.

Map is playable but not fully optimized or clipped. Not detailed either. Just want a few plays on this layout.

Thanks
 
Last edited:

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
I really like the vertical emphasis in this map. We've played several rounds on 2f2f, and I would love to be able to add this to our rotation, but everyone agrees that it's far too difficult to move around the map. Stepping back to the core gameplay issues, IMO the capture times on the final points are far too long considering the effort it takes to reach the points with a competent defense, and the structural advantages defense has in the layout of the final points (simply put, a long and narrow corridor that gives defense plenty of opportunity to stop any pushes). The capture times on the final points would work better mirroring Badlands' final CP times. It would help to push the point further away from defense's spawn.

Secondly, this ledge tends to give an unfair advantage to whoever's camped up on it, and I'd recommend cutting it off as indicated:

erosion20.jpg


Back to the movement issue - there are a *lot* of spots in the map that unexpectedly stop you from moving around smoothly. IMO you should always be able to backtrack (or even move forward) by hugging a wall, with the geometry or clipping accommodating a natural path through the map. This principle breaks down all over the map. Fixing this will require several passes, but here are just a few problem areas from a quick walk through the map:

erosion1.jpg

erosion2.jpg

erosion3.jpg

erosion4.jpg

erosion5.jpg

erosion6.jpg

erosion7.jpg

erosion8.jpg

erosion9.jpg

erosion10.jpg

erosion11.jpg

erosion12.jpg

erosion13.jpg

erosion14.jpg

erosion15.jpg

erosion16.jpg

erosion17.jpg

erosion18.jpg

erosion19.jpg

erosion21.jpg
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
i was wondering when u would be posting... thank u but i will fix these and release it, also... the vmf isnt opening... some cant load model and it crashes hammer... so i am stuck right now
 

Forthex

L2: Junior Member
Aug 2, 2008
80
12
Does hammer tell you which model number causes it to crash? Then you could just open the vmf in notepad and delete the appropriate section. Hammer has a log file too, no?

I really, really like the vertical game play and the graphical layout; it really reminds me of some part in Rayman 2.
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
well rc2 is compiling finally
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
rc2 release YAY
 
Aug 19, 2008
1,011
1,158
played it for the first time, and i liked it quite a lot

there are some minor clipping issues that make it a little complicated to move as you´d like to, work on that

i know it´s some work, but could you make the displacements smoother, atm they sometimes hinder movement and look odd
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
played it for the first time too, and all I can say is: It looks really nice but gameplay suffers because of all the jumping required to get around.

It feels unnatural to be forced to jump across the map (as a non scout class) and it makes it very hard to backpedal without falling into some hole or getting stuck on a displacement ramp. Trying to balance on small and narrow pathways makes for a quite boring and predictable gameplay (first to fall down loses). There is no room to get away or flank.

It's obviously a scout, soldier and demoman map. But It feels like a chore to just go from a to b when you can't fly!
 

rahmie

L1: Registered
Mar 18, 2008
8
7
We tested rc2, and found a problem. When red captured CP4, the door of their 2nd forward respawn room does not open. Blue's one worked well. Only red have this problem.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I had lots of fun on this map, but there were very many things to complain about. It's not really worthy of being called a release candidate yet, so beware of tons of nitpicking (and serious issues):

First: Clipping, man! CLIPPING! :(
It's very important that you improve it for the next release - after all, it's rc! Just look at what FLOOR_MASTER said; lots of those errors were still there.

Pretty much all your spawn doors are messed up. Check them and compare their inputs to those of Valve's maps. It was hard to get out of spawn when multiple people were ganging up to get out.

I really like the theme. The map looks beatiful - well done on that. However, a very bad thing is that the theme is so neutral. It's not all your fault - put in a lot of rocks and dirt, and it's hard to emphasise team colours. Still, you have to improve a few things, because I ran back to our own first spawn from the middle. Twice. For example, try to avoid making this sign switch skins when the cap is taken:
cp_erosion_rc20010.png

See? This is RED's territory, but the big B just screams BLU, regardless of the RED-themed skybox and wood.

The map is also very open. In many cases it's ok, but look at this...
cp_erosion_rc20011.png

Longest potentional Sniper line I've ever seen.

I think the lighting is a bit off compared to the sky. It's a dark sky, but I see lots of sunlight on the ground. And why is your fog green?
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Is there any chance you can fix the spawn doors for the people that would otherwise like to play this abandoned project?
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
im back from the dead (if u guys even remember me..) well been tinkering with erosion a bit, and i have started, almost, new

i know im WAY behind everyone in the mapping designing but.. i can still map lol

cp_erosion_rc80001.jpg

cp_erosion_rc80002.jpg

cp_erosion_rc80003.jpg
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
I love this map!!! If you were to actually do this awesome theme justice and redesign the map from scratch with what you know now in mind, IT. WILL. BE. AWESOME!

Things that have always bothered me though
-Clipping, as has been mentioned, is just awful; be VERY careful with this now
-The area between 2 and 3 has always been so amorphous and... open; try to define this area with a structure of some sort
-The scale, while epic, has always been humongous, and vertically this map is too much for most classes

I can't wait to see what you can do Ikem, I've always wondered when you'd be back!