AirRaid

CP AirRaid B2a

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
CP_AirRaid - Grab your flight suits and take off men!

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Airraid - A competitive based 5cp map for the Frontline! community update!

Airraid takes place on the Jane Doe memorial airfield where a professional dogfight has taken place!

Your team must capture the enemy's hangar in order to bring peace of this memorial made of styrofoam, numerous stolen parts from the train museum near the 2fort facility, duct tape, and superglue!
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
A2 is now released so here are the patch notes

- Added ramps to both spawn exits at each team's final
- created entranceways into final from spawn exits
- added cover for players capping mid
- removed the roof from mid due to it causing too many problems
- moved both teams 2nds away from the sightlines from mid
- downsized the room that connects 2nd and mid
- removed the room providing cover for engineers and getting it ready to be turned into an alternate passageway (will be added in a3)
- added some clipping...

A3 will be here shortly to fix a couple problems that were found during a private test

Read the rest of this update entry...
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
20160804135141_1.jpg

Airraid has gotten another new layout, however the elements within contain areas from BOTH A2 and A3.

This update includes:

- Shrunk down Mid from A3 and started to create the Air Control tower

- recreated 2nd from a2 however with some improvements such as providing a clear passageway to last

- recreated both spawns to represent airplane hangars

- added an alternate route from mid to 2nd

- changed side entrances to include a passage into 2nd and last with medium health and ammo

Read the rest of this update entry...
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
Feedback time (Caution: LOTS of images):

First off, last is just a flat brush. There's really nothing else to it, its boring and flat. The defending team does not even have any pickups on their side what so ever. Notice how on competitive 5cp maps, you've either height advantage to the sides of the point (Badlands, Gullywash), or you don't but last still has height differences (Process, Sunshine). I see you are trying to make this for 6's, so try to take inspiration from those maps? Even if you weren't, last is just bad design.
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Second suffers the same problems as the previous version, along with last in this version. It's flat, bland, and boring. Nothing really going on with it. I'd highly suggest making your ground displacements, and creating some terrain with height differences. Second is just on one big, flat brush.
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These stairs are too steep imo.
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Top of this door frame leading into second has a lip sticking out. Not trying to be picky, but this shows that you are working on a grid size too small. I'd highly suggest working on a 16 - 32 grid size, and only dropping down to 8 every now and then for situational needs.
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At middle; lip sticking out.
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This circular object sticks out a tiny bit, and I've noticed myself rocket jumping while being close to the beam, and hitting my head on the little part of the circular object. Also, why is it even there? Its clipped off, and it really serves no purpose to the gameplay. However it looks like you can get on there, but its clipped. Going back to getting inspiration from other competitive 5cp maps, mid is always on the low ground to something that soldiers and demos can get on easily. On Process those metal containers, Gullywash has two different levels of the cap, the main one that people who aren't sollys and demos being the lower, Snakewater has the those big ledges/platforms.
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I notice how on your map, you have a ton of full health packs. Most competitive 5cp maps dont even have one, and you have your map scattered with em. This will be a problem being under mid:
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A lot of mid, especially this area, is just flat. Make your ground displacements and create terrain with height differences, no matter what your theme is.
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This entire room is way too dark, I had to turn on mat_fullbright to see where I was going.
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I think you have an invalid brush here (on both sides of the map):
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This cap zone feels too small for me, but may be okay, just need to see in testing. Though I'd suggest looking at decompiled maps that are your inspirations and seeing their cap zone size.
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Floating props:
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Again; way too dark:
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Super huge sightline from this spawnroom, might be okay though.
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I hope this helps, I can see how you are learning and improving, but there's still a lot to do.
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
20160806040432_1.jpg

Airraid has gotten a major update to fix gameplay and layout issues

This update includes:

- Created height differences at last in order to bring a more even playing field

- Changed all full health and ammo packs to medium and small

- cut off sniper sightlines in side paths

- fixed invalid solids

- fixed a bug where Red could get into Blu spawn (remind me to never parent a respawn room visualizer to a filter)

- Remade the control tower to be more like Sunshine's mid

- added more lights in Warroom flanks

- Extended cap area on 2nd

Special thanks to Nick for helping me with useful feedback in order to help get me closer to B1 and a more competitive based map!

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Kwzby

L1: Registered
Jun 27, 2015
21
8
I have a bunch of Feedback from looking around A5

http://i.imgur.com/ADH7rUN.jpg
-Moving the Last Spawns to about where the Stickies are, because there is a lot of empty space between the Last Point and the Last Spawns

http://i.imgur.com/yLrtaIw.jpg
http://i.imgur.com/QPibajZ.jpg
-Removing these Barricades because they just block movement up the Ramp

http://i.imgur.com/dkO4VzX.jpg
-This Ramp looks pretty steep

http://i.imgur.com/SK5IkPO.jpg
-Add some cover where the stickies are to the Middle Point because it looks very exposed

http://i.imgur.com/AQeNs0Y.jpg
-Clip these Beams because you just get stuck on them

http://i.imgur.com/SaynHdB.jpg
-Possible replace these Medium Health and Ammo to Small or just a Small Health Pack

http://i.imgur.com/WhTORvn.jpg
-Raise the Ceiling where the stickies are because they seem very cramped and low

http://i.imgur.com/GYWCxKE.jpg
-Theres a little hole that I don't think is on the other side and would just eat rockets or stickies

http://i.imgur.com/yUtKwgy.jpg
-Remove one of these Medium Health and Ammo

http://i.imgur.com/h4fq2tg.jpg
- A Medium Health and Ammo at Last doesn't seem necessary since its right outside of Spawn

I hope this helps for you to improve the map :)
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
20160808163033_1.jpg


Airraid has gotten a new update in the form of A6!

This update includes the following:

- Added a path from flank route to 2nd
- removed displacement for a temporary cliff
- Started to texture the spawn hangars
- PLANES!!!!! (but they aren't in the air just yet)
- removed barriers at last in favor of lowering the point for attackers to easily get to and capture
- Added cover to mid

Read the rest of this update entry...
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
20160810190949_1.jpg

Airraid has updated to A7!

The changes included are as follows:

  • Extended 2nd control point
  • Added flank routes from 2nd to last
  • Rebuilt Mid's air control tower
  • Added DISPLACEMENTS!
  • Clipped the stairs in the "war room" flank routes

Read the rest of this update entry...
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
I tried my best to draw some things, but you may not understand what it showing. Basically whats hapening is the displacements you added wont realy change the fact that a lot of the map is flat. All you did with adding displacements was just adding some annoying bumps to the ground. The displacements need actual depth to them. Look at Badlands mid, notice how the displacements have actual form to them (shown with the red lines). People on the top of the hill will have height advantage against those at the bottom of the hill, flanking under the bridge. You can use this to curve your gaeplay to how you want it to work.

badlandsmid.png


I had some ideas for how you can make the displacements more interesting. Now these are really quick ideas, so they are most likely not perfect, and you should probably go even deeper than what the red lines display. Again, you may want to get playtesting before making these changes, but heres some feedback right now. My ideas for the second are somewhat similar to Gorge's A point (with the trench (gorge) under the point). Of course these are very rough sketches, don't follow them exactly how they appear.

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This sketch for mid is quite confusing, but I believe if you just made some displacements, and form them to what you sort of have right now, it would look pretty nice.
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Also, we suggested this in the previous version, but maybe make the mid capture zone bigger? It seems very cramped right now.
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
20160815130621_1.jpg

A8 of Air Raid is now ready for a Flight test!

  • Added a new way to flank to 2nd from last
  • Added cover at last
  • Expanded on the control point for mid
  • created more natural looking displacements
  • Spectator cameras are now in place
  • Broke sightlines from 2nd to mid

Read the rest of this update entry...
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
Here in the Air Control tower it gets pretty boring... So now I have enlisted the help of a fellow mapper known as Teh_Epic_Engie to help finish AirRaid and get to a quicker release and to split the work between the both of us!

Changes in A9 include the following:

  • EVERYTHING is now on the grid!!
  • Half Artpass!
  • Various Optimizations.
  • Fixed all Clip brushes.
  • Fixed/Adjusted Lighting.
  • Moved forward spawnrooms to remove sightlines.
  • Added Frontline props.
  • Adjusted some existing props.
  • Broke up many sightlines.
  • Made the "Helipad" look more like a helipad.
  • Adjusted the flank route from "helipad" to last.
  • Adjusted the bridge and room across helipad.
  • Made final cp slightly larger.
  • Remade the displacements.
  • Adjusted the health/ammo positioning and size.
  • Remade the curved windows properly.
  • Slightly more detail on hangar doors.
  • Adjusted spectator cameras.
  • Reworked Mid to now become a Marketplace/gift shop area

Want to help with the creation of Airraid? Then help us out by doing the following!

Please leave any feedback regarding the map, We would love to see your opinions on what we have done and what we should change for the next release!

"Hello! It is I, the Soldier! Are you a sculptor who is great at creating great amounts of Artwork? Then I have a job for you! I am looking for a statue to put in the courtyard of the Jane Doe Memorial Airfield of none other than ME! We are looking for talented sculptors (Modellers) who are masters of their craft! More details can be found HERE!

Hurrah!"
- The Soldier

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