Caldera

CP caldera test1a

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
The main page says A8 and so did the file name on the download page! D: I told FLOOR it was an old version and he stopped the test so if the team switched the outcome could have been different.

aw,sorry mate,this thread does not belong to me...ive now got caldera_pre_a11 uploaded on the tf2maps..u can try it or wait for full _a11 version soon as this one got some minor issues and is here for testing only
 
Apr 19, 2009
4,460
1,722
aw,sorry mate,this thread does not belong to me...ive now got caldera_pre_a11 uploaded on the tf2maps..u can try it or wait for full _a11 version soon as this one got some minor issues and is here for testing only
I will give FLOOR the heads up on the new version. But next time try to keep the map version link up to date just saying. Also you gave me an idea about how to improve the forums!
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
Aye, my fault, I've been at a lan and haven't been able to update it today

EDIT: I'll update it now with A11. if you wanna test it
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
ive asked for edition permission..waiting now
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
I found some flickering surfaces in Stage 2 that you might want to fix:

cp_caldera_pre_a110001_visualbugs.jpg
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
honestly,there are 5 places i know with that problem) anyway thx
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
bad news is that there will be no a11 till next GD,i suppose

good are,ive got three more screens from further tuned HDR version) enjoy
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
thx for testing yesterday. well..based on in-game feeds i cdn say we went right direction re-making the whole stage, but it still nrrds polishing

>add 2nd exit to both spawns on stage2
>make A less and B more SG-frienly
>fix trxtures
>fix green shadows
>fix the ability to leavr map nad to get into blu spawn for red
>fix rocket-stuck issue

but overall, i liked tha gameplay alot more thta nreviouq one) cya on gameday with finished and polished alpha11
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
I think A is, at the moment fine, and does not need changes in regards to sentries, where as B does.


Aside from the graphical issues, you've done epic work on the map. would you like me to redo the displacements? (Although I saw nothing wrong with them while ingame)
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
well,alpha11 development is going good. so it will be out in day or two
apart from that i made a test with both HDR on and off. It seems that perfomance drop is not so big ive expected, in 3 fps controll points ita was from 155 to 144, from 188 to 170 and from 190 to 172,so i can now focus on layout and not optimisation.

still i will wait for GD to see whats happeneing with fps on other players PCs
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
eyyy :) nice to see you get A11 out.

anyway, did you manage to fix up the displacements that I didn't have time to finish? Or...


I'll update the main page now.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
well..partly. they are still not optimised but no stucking or anything there
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
ah alright. I'll work on it when I get home tonight If you would like. I'll also need to try and get some ideas for stage 3 though.
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Nice rework but hdr burned my eyes in first blue spawn...
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Nice rework but hdr burned my eyes in first blue spawn...

yeah,some light sources are too bright. the reason i released is that i wont be able to work on it in next days\week so i need some version for ppl to test.

there are also some dev textures in stage2,but..i will just say thats why it has alpha and not beta status :p
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
Here's some problems I found under the testing:
ALERT! BIG PICTURES INCOMING
288t5dk.jpg

15x8g10.jpg

hx11s8.jpg

1zd85tl.jpg

6fqrk6.jpg

1h3ytz.jpg

15dnaxw.jpg

4htxja.jpg

ab70bs.jpg

f36p29.jpg

(Also in that picture, you can see that you placed the respawnroomvisualizer outside instead of inside)

Also, in Stage 1 red spawn, The resupply locker have no animation.

And in alot of places in stage 2, the respawnroomvisualizer is missaligned
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Whoaaa,seems like alot of things to do) super arch mega über thanks for feedback))
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
BOOM! Headshot!

alpha12 is here sooner than anyone could expected)


changelog and downloadlink HERE

a11_4_xmx.jpg
 

Lazy Eskimo

L2: Junior Member
May 17, 2009
74
11
well..yes. its a 3-stage map,so st stage is easiest for blu,2nd is harder and 3rd s the hardest. so i can say blu got advantage in stage1

I think your just giving blue the first stage.

about cp2..it has different ways u can attack it,lower pass,upper left and right. right one has one way door for blu to build teles etc,but it can be taken out by red with either rocketjumping or flancking through lower pass.

The lower pass is very unappealing to attack from. While you could rocket jump or double jump at top left. It's not something to be used a lot. I think way too often people are gonna go top right down the hill to cp and gg.

The new 2-1 could use another exit out of spawn.