Beta Testing - cp_beachinvasion

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
running your map on my server now, looks great but needs some hellish optimisation, at some points its rendering the entire map!
You need to use a TF2 water texture, you need to break up the later areas much much more, spread out the second and third cp (perhaps have a tower attacking the beach and a pillbox lower down, firt cp on the beach, second cp in the lower pillbox and the third to the side at the top of the raised pillbox.
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I meant have the cps in a triangle with a pillbox on the second two, one being at ground level and the other being greatly raised. This is actually too much of a change to your map really.
So a few things you need to do:
-Get rid off the walls around the beach, it feels like you are in a kids sandbox and only a few inches tall. (add a 3d skybox)
-make respawns for the attackers in a more sensible place
-add a wall behind the first pillbox slit, also, break it up a bit. (the wall should block VIS a bit and help optimise the map)
-USE A TF2 WATER TEXTURE
-Seriously smooth out your displacement, bump up the size (the power, from 3 to 4) and if you have already done this, make it two displacements rather than one.
-extend the gap between the second and third CP
-remove the last pillbox, its just the same as the first, and quite boring, replace it with some kind of artillery, trench, supply cars or something that you might expect just behind a front line
-keep the chaos of the first cp
-reduce the rain a bit, help improve fps.
 

Baysin

L2: Junior Member
Feb 14, 2008
80
15
I finally got around to peeking at this. I'll agree with pretty much everything stated above, and I'll point out a couple of other little things I noticed. They are pretty much small things, or else things that I'm sure you'd do anyway as you work more on it.

Not only are the walls around the beach area odd, but the walls around the last area are odd too... maybe if they were made with a concrete texture like the others, instead of a dirt one, it'd make more sense, but as it is it doesn't look right.

Adding to the comment about breaking up the areas a bit more... the beach area has a fair amount of stuff going on there... there's rocks and bits of cover and a fence... some detail, in other words. That's good. The other areas are pretty barren, with just a prop or two tossed in. Put in some more props, put a few decals or something up on the walls, make it look more like a military base of some sort rather than a few empty rooms with rockets in the back. I realize there's a lot of brush work and stuff back there, but it nonetheless feels like you spent a lot of effort on the beach and very little on the rest. Make the whole thing feel complete.

In the front room behind the beach, the lights are sort of hanging low. You can hop up on the pipes in there and jump right into a light, which is going to somewhat negate the effect of having any higher ground in there. You may want to just have them all up snug to the ceiling, or at least not quite hanging so low.

Finally, there are a few walls that are too thin. It doesn't affect gameplay or performance any, but if you're putting concrete textures on walls, they should have some thickness to them. There's a couple that look to be 1 unit thick, which would make sense if they were supposed to be glass or maybe sheet metal, but in this bunker, they look fragile and out of place.

In the broader scope, I think Youme has some good suggestions. I'd have to hold off until the next version, and actually play some matches in it, before I'd really say much else. I like the random explosions on the beach, though. :thumbup1: