CP Alborn Township

Discussion in 'Map Factory' started by AgeNt_, Oct 20, 2011.

  1. AgeNt_

    AgeNt_ L5: Dapper Member

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    Set in autumn, a little township is held by RED along a key point in the road. BLU is attacking the town in order to gain control of the road to be able to transport supplies to other fights around town.

    The map is a small 1 stage, 3 CP A/D map set during the fall with the farm theme.
    This map is my current portfolio project for my portfolio class and will be finished before December 23rd. (maybe, if I want to put more into it I always can)
     
    Last edited: Dec 11, 2011
  2. waxpax

    waxpax L5: Dapper Member

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    Gpit style or linear A/D?
     
  3. AgeNt_

    AgeNt_ L5: Dapper Member

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    Its linear
     
  4. Doctor Paprika

    Doctor Paprika L4: Comfortable Member

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    Why is it a township and not a depot or something? I don't see much of a local populace.
     
  5. Yacan1

    aa Yacan1 D I G I T A L I N F L U E N C E R

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    It reminds me of artpass. C is a little less impressive. No death ray, or doomsday device, or computers and such. You got the harvest them right though :)
     
  6. AgeNt_

    AgeNt_ L5: Dapper Member

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    A township does not have to have a great amount of people living in one confined area. The map was named after a township that is near my cabin and it has plenty of business buildings together in one area then houses scattered around out in the farm fields.
     
  7. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I quite liked it on gameday, a really promising map.

    - Some of the little side-routes were a bit dull and very linear. Particularly the one that leads along up past the choke before A and the one up the ramp to B- expanding some of these from corridors to rooms might improve them.
    -Spawn-A and B-C were a bit... corridor-y. A bit chokey, and easy to spam along. possibly expanding the alt routes might hep here.
    -Make the final point more epic, and move the spawns back. You were basically spawning onto the point or directly above it, neither of which is great.
     
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  8. AgeNt_

    AgeNt_ L5: Dapper Member

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    Thanks for the comments. I will have to redo the second spawn for red and re-sort out the last area. I personally felt the second spawn for red was still a bit too close to the spawn to the point. I'll have to stretch it out further.

    Now comes the tough part of rearranging the last point to get it to feel the way I wanted it.
     
  9. Sergis

    aa Sergis L666: ])oo]v[

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    first point was too hard to attack for a first point. other than that it seemed alright
     
  10. AgeNt_

    AgeNt_ L5: Dapper Member

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    Some new screenshots for the new version
    [​IMG]
    [​IMG]
     
  11. AgeNt_

    AgeNt_ L5: Dapper Member

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    updated. nothing changed gameplay wise except optimization
     
  12. teddthebucfan

    teddthebucfan L1: Registered

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    The download is a dev-textured A5.
     
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  13. AgeNt_

    AgeNt_ L5: Dapper Member

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    whoops, thanks for that. should be fixed. expect a new version soon.
     
  14. teddthebucfan

    teddthebucfan L1: Registered

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    The water is appearing purple on not only mine but my friends' computers
     
  15. AgeNt_

    AgeNt_ L5: Dapper Member

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    yep, sorry about that, i noticed i forgot to build the cubemaps when i put the level on my laptop. Ill be releasing a new version at the end of the weekend with interiors and stuff detailed more. sorry for the inconvenience!!
     
  16. AgeNt_

    AgeNt_ L5: Dapper Member

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    Okay new version is out. Finally in beta! Have fun!