Cementpond

Luigi Thirty

L2: Junior Member
Jul 31, 2008
65
19
cp_cementpond is a Gravelpit-style map that's basically an expanded and reworked version of the old arena maps arena_thunderbox and arena_auctionhouse. The original arena map is Point C, while a new A and B were constructed around the outside. It is playable in its current state.

This is a very preliminary alpha version of the map, and may not represent the finished product. I'm releasing a version now because I need opinions on the layout not only of A and B but also of C before I continue on the map, and don't have a crack testing squad at my beck and call. There is little to no polish and many areas are bare, but I need feedback on what I've got so far before deciding on more layout decisions.

Known Problems:
- Cubemaps still occasionally fail to load for some reason. They're built, so I don't know why they like to break.
- I may have missed some Z-fighting brushes in corners or odd places.
 
Last edited:

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
That large car-park type area is far too big for gameplay. I would definitely shrink that area and add lots of cover or maybe a building extension before moving on - It is far too big. Anyway, ignore the 'ugliness of the map' all valve maps would start off looking something like this.

I would edit the area I just mentioned then playtest it. See how long it takes for both teams to reach the CP's as Scouts and Heavies, Check how scouts can manipulate gameplay to suit them, and try and find suitable sentry and teleport locations for both teams. Once you find and fine tune the basics of gameplay - You can start detailing your level.
 

Luigi Thirty

L2: Junior Member
Jul 31, 2008
65
19
That large car-park type area is far too big for gameplay. I would definitely shrink that area and add lots of cover or maybe a building extension before moving on - It is far too big. Anyway, ignore the 'ugliness of the map' all valve maps would start off looking something like this.

I would edit the area I just mentioned then playtest it. See how long it takes for both teams to reach the CP's as Scouts and Heavies, Check how scouts can manipulate gameplay to suit them, and try and find suitable sentry and teleport locations for both teams. Once you find and fine tune the basics of gameplay - You can start detailing your level.

Gravelpit averages around 15 seconds to get between each point. I shrunk the boundaries of A, and now it takes 15-17 seconds to get to A, 25 seconds to go from A to C to B, 15 seconds to get from C to B, and 10 seconds to get from A to C.

I'm going to add some cover and detail, test it for a while and see what works, and try to put out a fixed a2 either tonight or tomorrow.

1st screen is impressive. Go for it.

Thanks. I love how the Well sunset lights it and put a lot of thought into the precise layout at C.