Advection

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Name?

  • advection

    Votes: 19 50.0%
  • badvection

    Votes: 19 50.0%

  • Total voters
    38

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
Sorry, totally un related comment, why have you got an C & H comic? :D
 

Doppler12

L1: Registered
Sep 10, 2009
44
18
This was a pretty decent play, The middle CP wasn't exactly easy to move around in, had to jump around, may be that was intended but It felt awkward.

The forward spawn for Blu had no lights and was pretty dark.

The closing door near the last point made the map get a little choke-pointy if you were going the lower route.

Also you're missing a texture here
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
This was a pretty decent play, The middle CP wasn't exactly easy to move around in, had to jump around, may be that was intended but It felt awkward.

The forward spawn for Blu had no lights and was pretty dark.

The closing door near the last point made the map get a little choke-pointy if you were going the lower route.

Also you're missing a texture here

I don't think I'm ever going to be happy with B; I'll give it another change around a6.

Fixed in a5a

Moved some stuff around that gate in a5a, I'll probably remove it in a6

Fixed in a5a

Sorry, totally un related comment, why have you got an C & H comic? :D

I can't figure out a way to remove pictures from the OP, and what better way to protest than with a panel that reads 'your crotch is on fire'?
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
Look at these:

hl2%202010-07-29%2022-39-34-10.bmp

oops!
hl2%202010-07-29%2022-40-09-51.bmp

Why are the doors so high?
hl2%202010-07-29%2022-40-14-68.bmp

Looks funny
hl2%202010-07-29%2022-47-26-12.bmp

Blu's second spawn - DARK!

Hope it helped!
(Nice map, but a bit cramp in some places)
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Thanks for the BMP files Kiwi >.>

I played this map the other day, it was alright, nothing awe inspiring but nothing horrifying either. I played a5 but I ran around a5a for these pictures:

I can climb this rock but I can't get on the roof? But however, I CAN go on that roof on the left? Consistency please

This is quite a boring point, red have little choice of defending it and it's all flat - I would at the least consider putting a third entrance in and opening it up

Sightline

Consider fixing that sightline by adding a building to that door where you can exit either the left or right so Red can't just spam the entrance without having a 50/50 chance of missing. I drew a big shipping container on there but basically anything kinda big that can break up the area and also provide some height for blue to jump onto off that roof would be great. You can also see the health+ammo I drew on and the fence up top.

This bit needs clipping. Found it with r_drawclipbrushes 2

Since this cap is also kinda bland and flat with an annoying dip that you have to jump in and out of, so maybe add this ledge or something to give it some height variation and a decent sentry spot?

Sightline

Add more ways up to this higher ledge, it seems stupid having to run all the way back if you wanna go up

Look how open, bland and flat this area is

Just a suggestion, raise that spawn door and give Red a little ledge from which to fire down from, also give red access to that higher ledge! It's unfair that Red have no sentry spots or anywhere to defend from, whereas blue get loads of height advantage, easy teleport and sentry positions and full health kits!
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
Kiwi:

A5A isn't the time to be chasing floating door motors, just saying :p

More doors on ground level would mean BLU has more ways back into the spawn, and with the resupply lockers being so close, it'd be a huge spamfest right at the beginning.

I'll do something about that.

Fixed in a5a.

Stick:

I was running around right after the compile and I noticed that, too, but I just couldn't be arsed to change it. I'm considering adding a hole to the roof from RED's side and make the whole thing jumpontoable.

I originally had a door in from RED's side, I have no idea why I removed it :x

That one is pretty damn annoying, I'll probably follow your suggestion as to the area around B; I personally hate that point, so expect it to change numerous times.

Will consider this one.

What do you mean? The fence collisions are a rectangular prism that goes from pole to the end. Those bits are nonsolid.

Will consider this one.

This one doesn't concern me that much - it's not that game-changing, and some sightlines are important in a map.

The problem is, there was a ramp there in a5, and RED would just spam the shit out of BLU from that ledge. If I added some more cover up there, though, and that thing right before the ramp, it might give BLU some height advantage as well...I'll keep my eye on this one.

I'll probably be moving C out, so that should mix it up a bit. If not, GO GO GADGET DUMPTRUCK.MDL

This sounds like a good idea, I'll include this.

Thanks for the feedback, guys :D
 

Stink Horse

L2: Junior Member
Aug 1, 2009
73
23
Conversation dump as requested:

Stink Horse: raise the floor up
Stink Horse: the drop on the right hand side shouldnt be more than 192.
Stink Horse: But shorter would be better
Stink Horse: like 128
Stink Horse: the dirt pile that blue uses for cover doesnt need to be that big
Stink Horse: there needs to be more building between point A and B
Stink Horse: When red loses A the atackers can roll B
Stink Horse: Red needs more time to get into position
Stink Horse: Red also needs more ways into B
Stink Horse: maybe a ramp to the roof
Seba: Alright
Stink Horse: maybe a sewer entrance
Stink Horse: When B is capped that train needs to roll in
Stink Horse: Then blue spawns either out of the train or nearby
Stink Horse: the final point needs to not have the spawn doors right behind it
Stink Horse: off to the side or something
Stink Horse: basically the doors open and the laser guided penises fly in
Stink Horse: not fun
Stink Horse: the height of the walkways over the path in should be lowered
Stink Horse: I can see what you were trying to do
Seba: Hmm
Stink Horse: the attackers need an alternarte way in
Seba: I'll take your feedback into consideration
Stink Horse: like a sewer entrance
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
badvection2.png


I'm thinking of changing the whole map (againlol), discuss the above.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
A7 released

Oh my God, no this shitty map isn't dead yet, no I won't kill it (at least not yet).

See changelog for details.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
A8 released

See changelog for details.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
badvection A9 released

See changelog for details.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
Supernecro because I'm cool like that.

I'm getting back to working on this, planning to release a B1 by the end of summer. I've made a list of changes that I plan on making from a9 to a10, feel free to comment.

kill grate @ c
more health
more height b/n a, b
add window @ a
c - complete overhaul v minor changes?
23:18 - Seba: http://i.imgur.com/PMBf7.png red is red spawn area, gray is out of bounds, lighter yellow is above darker yellow
incentive for earthen ramp before a
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
I think that it would be worth redoing C. you have a large sightline down the point which made snipers strong, but also wranglers... I think some more height variation around the point would be advantageous. What I have in my head i something like Mtn. Lab CP3 and (a bit) CP1... I think CP1 would be better in this case... you have the open front, which soldier/heavies can handle with a medic. But Red can still have a firm grasp on the point.

The one thing I like for C though is the back route (the raised metal grates), it was a bit of a sentry farm, but it was a good flanking route for a Kritz'd heavy.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
ZpBVT.png


Has this sightline actually bothered anyone? Because people comment on it all the time, yet I've never seen it actually impact gameplay (via Blob standing near the fence or someone setting up a Wrangler sentry there). The one-way exit out of A is completely unaffected by that path, and the secondary one is somewhat more exposed, so I can't see this sightline as a major problem.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
Fuck everything, A10 released

See changelog for details.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
A10 is alright; C is attackable, although it's still fucking annoying and the dropdown made shit much much worse. Ideas for A11, comments are go:

make dropdown @ C a one-way door
kill the odd fence at C
prevent BLU from being pushed back past container-main B exit line
left entrance to B is stupid (BLU perspective)
add a ramp for RED at warehouse at C
fix RED dead end B->A, do something with container
raise final RED respawntimes? move back spawns?
if latter, make them make sense
add sniper spots even though snipers are bad
 
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