alpine_storm

E_K

L1: Registered
Feb 24, 2009
14
0
sawblades(alpine_storm)

This is 5 point map like cp_granary in arena_sawmill style. It was created in 2.5 weeks. Cap time and timer are the same as on cp_granary. There are 2 saws on central point.

Thanks Crash'n'Burn for models.

Current version b4

Version history

b4

* I think fps problem is fxd(need more tests)
*right way from cp 1\5 to cp 2\4 is wider now
*added a wall on cp 2\4 near windows for fix demo spaming and for more fps :)
*added one more way on central cp
*added door on cenral cp upstairs for fps optimization

B3 changes:

*renamed the map to cp_sawblades
*fxd hud(blue - left, red - right)
*reworked respawns at 1/5 point
*added player clip on high area and area over gates on 2/4 point
*stairs upstairs on 2/4 point is now inside the building
*middle upstairs are now separated
*roof is now higher in the middle
*one log in the middle with small HP
*added more arrows
*changed resupply when you cap 2/4 point, now resupply is on enemy side of the map
*fxd some sticky places
*added 3DSkybox
*some cosmetic changes

I know about cosmetic bug with tree and rock on the red side near middle point.


B2 changes:

*fxd blue base texture problem
*fxd problems whith shadows in some places
*added wood pile near 1\5 point.
*added props on 2\4 point to jump on it on 2-nd floor
*some retextured blue 2-nd point for make it more blue
*some change with small ammo and smal healthkit on centr. Now are like this
ammo

HP O HP

ammo



This map on fpsbanana http://www.fpsbanana.com/maps/109652

:)
 
Last edited:

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
2.5 weeks. Thats quite fast. The map looks amazing, great work!
 

kankle_king

L4: Comfortable Member
Jan 31, 2009
161
86
This is a cool map, nicely detailed. There's a lot of little stuff you need to change to fix it though, I will try to post screens and STV demos later. We played it in 6v6 and most of the people liked it minus the problems. Also need a better name

ps. edit later with pics
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
I had fun playing it. Nice to see another weather map and I liked some of the neat details, such as the wooden stairs having the warped wood, nice touch. I also liked the waterfall but felt the basin should have been much deeper and bigger for that size of a fall. Probably could have staggered the falls and kept the same size basin. Nice job though, well done.
 

kankle_king

L4: Comfortable Member
Jan 31, 2009
161
86
I'm sorry I haven't posted, someone deleted the STV's to make room. I'll try to get another playtest in, but for now I can post some fixes/suggestions:

Consider making the last cap raised up, the way it is right now lets lots of spam fall into it.

2q19qoz.jpg

1611bgh.jpg

2zqhjzq.jpg


The middle and 2/4 CP rooms need to be wider. They are well designed but they are very cramped even for 6v6, widen them to allow more room to fight/getaway.

The middle CP needs another door into/out of the room. The top is fine, but if you choose the middle, you only have 1 way out on your side, which rly hurts the gameplay.

Change the med HP in yard to small, you don't want too much HP around, only the middle and 2/4 cps should have med HP.

IMHO this map is about 75% ready for comp play. It has all the right parts but just needs a little tweaking.
I look forward to any changes you make, thanks.
 
Last edited:

tarmo-

L3: Member
Dec 10, 2008
108
28
clip the topfloor of 2nd, too awesome hiding place
cp_alpine_storm_b20000.jpg

add route to top floor at middle for scout from lower floor
cp_alpine_storm_b20001.jpg


and things which kankle king already mentioned. looking good so far.
 

E_K

L1: Registered
Feb 24, 2009
14
0
2q19qoz.jpg



The middle and 2/4 CP rooms need to be wider. They are well designed but they are very cramped even for 6v6, widen them to allow more room to fight/getaway.

The middle CP needs another door into/out of the room. The top is fine, but if you choose the middle, you only have 1 way out on your side, which rly hurts the gameplay.

Change the med HP in yard to small, you don't want too much HP around, only the middle and 2/4 cps should have med HP.
There is some problem with waterfall model in that place. 2/4 point I'll chage in b4, not now. It needs more to gameplay tests to understand how it should be change.

Midde cp is reworked, but not all that you have offered :)



clip the topfloor of 2nd, too awesome hiding place

add route to top floor at middle for scout from lower floor

It is already made
 

Munk

L1: Registered
Jul 12, 2009
2
0
Great map so far cant wait to see the finished project.

We have played this map in rotation for the last few days. And has been a success.

Keep up the great work!

~Munk!
 

E_K

L1: Registered
Feb 24, 2009
14
0
Updated to b3

B3 changes:

*renamed the map to cp_sawblades
*fxd hud(blue - left, red - right)
*reworked respawns at 1/5 point
*added player clip on high area and area over gates on 2/4 point
*stairs upstairs on 2/4 point is now inside the building
*middle upstairs are now separated
*roof is now higher in the middle
*one log in the middle with small HP
*added more arrows
*changed resupply when you cap 2/4 point, now resupply is on enemy side of the map
*fxd some sticky places
*added 3DSkybox
*some cosmetic changes

I know about cosmetic bug with tree and rock on the red side near middle point.
 
Last edited:

kaplan

L1: Registered
Mar 29, 2008
21
2
We play tested B3 and I've noticed that having the upstairs separated in B3 makes the middle more of a chokepoint than it was in B2. For most classes, there's only one way out of the middle point.

I would suggest, as Kangle did in his last screen shot, to have another doorway on the ground level on the left side. I also liked how the upstairs in the middle were connected in version B2. Give players multiple routes to push to the next point.

I think if you add in another doorway on the ground level and have the upstairs connected again, it will provide smoother gameplay and will be less of a bottleneck at the middle. In the mean time I will be adding back B2 into our rotation.

Keep up the good work.
 

E_K

L1: Registered
Feb 24, 2009
14
0
I want to do like this
kf2xxv.jpg



If i'll replace door with window upstairs only scout\demoman\soldier can get there from outside(like cp_well), or it can be like it's now. In b2 upstairs are imba, it's too easy to get there and too easy for demoman and soldier to kill everebody on the cp.
Can't say anything about returning upstair from b2 because i have no chance to play b3 yet :crying:
 

tarmo-

L3: Member
Dec 10, 2008
108
28
Optimize the map more please. It was unplayable for me in b3, fps jumping between 20 and 90, when i normally have 90-100 fps constantly. :crying:
 

E_K

L1: Registered
Feb 24, 2009
14
0
Updated to b4

* I think fps problem is fxd(need more tests)
*right way from cp 1\5 to cp 2\4 is wider now
*added a wall on cp 2\4 near windows for fix demo spaming and for more fps
*added one more way on central cp
*added door on cenral cp upstairs for fps optimization