Advection

Discussion in 'Map Factory' started by Seba, Apr 25, 2010.

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  1. advection

    18 vote(s)
    48.6%
  2. badvection

    19 vote(s)
    51.4%
  1. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
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    cp_advection

    A three-point, single-stage, attack-and-defend map

    By Sebastian 'Seba' Grus

    Thanks to:

    A Boojum Snark - gametype library
    func_door - Cafe testing
    Frozen - uploading my map when I didn't have veep (always)
    feedbackers - backfeeding and feedbacking
    Fubar - telling me advection sucks
     
    Last edited: Sep 29, 2012
  2. DaBeatzProject

    aa DaBeatzProject

    Messages:
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    1,091
    The rockground texture you are using has a broken bumpmap. I'd say choose an other one. There are several other suiting ones!
     
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  3. Tekku

    aa Tekku

    Messages:
    683
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    708
    Whats up with the checkered ground?

    Im starting to like 3CP A/D maps,as i see them more often..

    Edit: Ah nevermind about the ground, just fix it.
     
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  4. YM

    aa YM LVL100 YM

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    What's more is boojum's latest resources make picking the broken texture really obvious..
     
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  5. Prestige

    aa Prestige im not gay anymore

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    love the lighting.
     
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  6. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Badlands skybox :D

    @everyone else: I'll fix the ground in a2, you'll have to deal with this Sonic-esque awesomeness for now.
     
  7. Grim Tuesday

    aa Grim Tuesday

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    How so?

    I DL's ABS pack first time I started hammer, so I have never had it without it. What makes it so obvous (or so not obvious before)
     
  8. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    Checkered dirt makes me think of sonic.
     
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  9. YM

    aa YM LVL100 YM

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    First, make sure you're up to date.

    Booj's pack updated all of the blend texture tool textures so now in the browser the broken texture shows up with checkerboards whilst before you had to compile it to know that it was broken.

    With boojum's pack

    Without boojum's pack
     
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  10. Seba

    aa Seba DR. BIG FUCKER, PHD

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    So from today's impromptu I have the following:

    scale the entire thing down
    improve sightlines
    remove dead ends
    fix red spawn
    add trains
     
  11. H-land

    aa H-land

    Messages:
    53
    Positive Ratings:
    39
    The scale was bad, the BLU spawn wasn't working like it should've, the Phantom Train is a cruel enemy to place in a map where we don't have any Fenix Down, there were no good spots for teleporter exits, the sightlines went forever, there was poor transition to the skybox, and the last point was impossible to defend with scent trees.
    I'd have to see this scaled down before I could see what actually worked.
    Oh, and there was a ramp that you nodraw'd the underside of that you shouldn'tve.
    [​IMG]
     
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    Last edited: Apr 25, 2010
  12. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Bump for impromptu.

    All comments regarding size will be ignored; I got that part.
     
  13. Waif

    Waif L7: Fancy Member

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    Hey, havent posted here for a long while.

    Was there in the playtest today.

    Thoughts:

    -Too open throughout
    -A few random buildings on the side that dont get used, do something about them
    -That spawn issue, fix it
    - Scale it down a bit
    - Last point, or pretty much every point only had 2 at the most attack options, minimum should be 2.5 so that blue has a chance.
    -Wasnt bad, just has some big issues, layout idea seems alright

    http://dl.dropbox.com/u/1722155/cp_advection_a30000.jpg
    SS:
    Just an example of it being too open. Theres not enough cover, or interest. Add some rocks, or hieght changes, just those kind of things! Idon't like getting raped by scouts and snipers with no chance of survival.

    http://dl.dropbox.com/u/1722155/cp_advection_a30001.jpg
    This train, I couldnt jump on it from here as an engi, you will want to do some better clip work.
     
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  14. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Bump for today's impromptu.

    Give feedback on:

    pickup placements
    sentry farms
    sightlines
    layout
    travel times
    general shit I will have to fix later

    Known (aka I will fix them later, don't bother posting) bugs:

    Resupply locker in BLU second spawn is broken
    Power transistor thing after B casts terribad shadows
    General B area blows. I know.
     
    Last edited: Jun 11, 2010
  15. nik

    nik L12: Fabulous Member

    Messages:
    987
    Positive Ratings:
    246
    Things I liked:
    • Believe it or not, B. But not the area around it, just the inside building
    • The way the map feels like it's always go up from the first point to B
    • Your architecture and brushwork is good

    Thing I didn't like:
    • Sniper sightlines, especially from behind B
    • The open area around B
    • The cramped feeling of red spawn at the final point
    • The first point. I don't know, it just feels really simple and not very exciting.

    anyways, hope that helps. keep up the good work seba!
     
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  16. BagOfChips

    BagOfChips L5: Dapper Member

    Messages:
    227
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    11
    Massive sightlines
     
  17. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Sweet lord Jesus I made an a5.

    7/18/10 - a5 - complete layout overhaul; only the building between A&B, B, and the complete RED main spawn got saved

    P.S.
    Those last two pics will stay up there as placeholders. Or until drp adds a way to remove pictures from the OP.
     
    Last edited: Jul 18, 2010
  18. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Bump for test.
     
  19. Stink Horse

    Stink Horse L2: Junior Member

    Messages:
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    I'm looking forward to testing this one. I'm already liking the 45 degree angles on the middle buildings.
     
  20. Okrag

    aa Okrag Wall Staples

    Messages:
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    640
    Bump for name change