Alpine Creek

ratclaw

L2: Junior Member
Feb 2, 2009
70
13
BETA 1
Well this is my first, except for the stupidity contest 1, release. I'm messing around with the idea that Blu defends and Red starts with capping one point, then caps one of the last two points to win. Take a look and tell me the word on what works.

Things to do
- make the lights better in the buildings
- add cubemaps
- add directional signs and move blu spawns as needed

BETA 2
I've been drawing blanks for the past few weeks on how to fix the point layout. I switched red and blu after some strong opinions were voiced during the gameday test. It was too hard to tell you're roll.

I also added in cubemaps and a building between the new blu spawn and the first control point to prevent sniper spamming and added setup gates. The water level was also lowered to make the level a little less lethal toward pyros.

If anyone is willing to offer ideas to fix the cp's on the other half of the map, please let me know.

The second picture higlights the spawns and cp's. The lower half of the map is the part that needs help.
 
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ratclaw

L2: Junior Member
Feb 2, 2009
70
13
Thanks for the tip Connect. I wanted to hold on the cubemaps for a bit, i read something about causing the bsp to blow up in size if cubemaps are added and the map name keeps changing.

Progress is going to slow down due to the contest, but I don't plan to drop this map.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
If you work on alpinecreek_b1.vmf and then compile, and then build cubemaps it slightly increases the filesize of that bsp. If you then start working off of alpinecreek_b2.vmf and compile, it's a completely different bsp. It only bloats the filesize if you rename the bsps
 

ratclaw

L2: Junior Member
Feb 2, 2009
70
13
Oh so it only saves it in the bsp, not the vmf. Thanks
 

ratclaw

L2: Junior Member
Feb 2, 2009
70
13
Beta 2 is out. Feedback much appreciated.