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PL Alpen rc1

Made by Bloodhound

  1. Bloodhound

    Bloodhound L6: Sharp Member

    Messages:
    316
    Positive Ratings:
    237
    pl_alpen is a one stage payload map using the alpine theme.

    Current Version: RC1

    Map Overview (2MB) (RC1)

    More Images:
    Screenshot1
    Screenshot2
    Screenshot3

    I've been working on this since Summer 2011, this is also the reason why there a some major layout problems that can't be fixed, except by recreating the whole thing. :O

    This is the first map that I show to the public.
    In half of the development progress I thought about scraping it and continue with a new one.
    But I decided to finish it,because I want to prove myself that I'm able to do so.

    The name "alpen" basically means "alps" in german.

    Thanks to all testers.
    Special Thanks:
    Column 1 Column 2 Column 3
    Aidelos Radoc Xeramon
    Plaza Kampfkater Hasso Cacao
    Nextra .sileZn iLLzTaR
    Barracuda Hannihalfer Onkel Pyro

    MangyCarface, for his great Frontier Essay.
    bob+M|M+ for some great feedback.
    takkYu (Schlachtfestchen) for testing.
    GHQ Community for testing.
    Big thanks to eerieone for helping me with optimization and file size.

    And of course YOU, for reading this and for giving me some feedback.
     
    Last edited: Jul 12, 2012
  2. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    249
    Reminds me of Lumberyard c:

    The detailing is nice, though I'm wondering why there is a minecart in the second screenshot.
     
    • Thanks Thanks x 1
  3. Bloodhound

    Bloodhound L6: Sharp Member

    Messages:
    316
    Positive Ratings:
    237
    Lumberyard was my reference. :D

    About that minecart, just part of the detail. You can´t see it on the screenshot but it´s plausible that it is located there.
     
  4. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

    Messages:
    871
    Positive Ratings:
    816
    That detailing is really nice, I'm particularly a fan of the skybox.
     
    • Thanks Thanks x 1
  5. takk¥u

    takk¥u L2: Junior Member

    Messages:
    56
    Positive Ratings:
    21
    Looks nice so far. I was waiting for a good alpin themed payload map :thumbup1: I'll give it a try!
     
    • Thanks Thanks x 1
  6. Montezuma

    Montezuma L2: Junior Member

    Messages:
    57
    Positive Ratings:
    2
    Looks good man, get it in a gameday and let's see how it plays
     
  7. Tom Hoen

    Tom Hoen L6: Sharp Member

    Messages:
    320
    Positive Ratings:
    245
    The second screenshot shows long straight line to push the cart and it seems to be very good position for snipers. Otherwise looking very nice. :thumbup:

    -----

    I tested it alone and saw couple of things as problems. Althought these impressions came from running alone and withour opponens so real battle situations may vary. Some of these are simply basic mistakes.

    [​IMG]
    Map seems to have many resource cabinets and in blue starting base the wrong cabinet opens as I'm standing here.

    [​IMG]
    Scary dark corner in blue base.

    [​IMG]
    Little bit hard to get over this rock. If I would run straight where I'm pointing I'd hit invisible wall.

    [​IMG]
    Invisible wall. I know now that it is border of the map but I wouldn't know it without hitting it fist.

    [​IMG]
    Good sniper position perhaps.

    [​IMG]
    It's really hard to tell that I can't go through this door and I have to go around it from the right behind this wooden wall.

    [​IMG]
    Sightline straight to the blue second spawn. Can become a problem.

    [​IMG]
    Second dark corner near 3rd point.

    [​IMG]
    Huge straight line and sightline for snipers and defenders. May become a problem as defenders will most likely run through this door.

    [​IMG]
    I can see all blue spawn doors from one position = Easy to defend and no room to flank as attacker. Also should that window be see through or is it working right? Also tiny mistake in the logo as "industries" is missing tiny bit of its bottom.

    I hope my effort is helpful and not seen as flames. I tried to be constructive with this post. And the maps looks great!
     
    • Thanks Thanks x 1
    Last edited: Jan 4, 2012
  8. Bloodhound

    Bloodhound L6: Sharp Member

    Messages:
    316
    Positive Ratings:
    237
    Thanks Tom, some things I already know.
    But also some new and great stuff.
    Sightlines are the mainproblem I think.
    But it´s good to have some other peopls opinion, for example the 4th image, i really thought this is clear.

    I´ll fix what I can in B2.
    Big Thx.
     
  9. Paulmega

    Paulmega L4: Comfortable Member

    Messages:
    166
    Positive Ratings:
    93
    This map is beautiful! Downloading as we speak.

    Might host it some times on my server! :D
     
  10. mk_rules1

    mk_rules1 L1: Registered

    Messages:
    10
    Positive Ratings:
    2
    very nice good job
     
  11. Xeramon

    Xeramon L1: Registered

    Messages:
    3
    Positive Ratings:
    1
    Guys...srsly?

    Bloodhound and other mappers don't need critiques like "Nice map [​IMG]", "Cool map".
    Just say what you like on the map, what you don't like and what improvements you got.
    Because feedback like "Nice map", "Cool map" do NOT helps the mapper.
     
    Last edited: Jan 8, 2012
  12. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    3,556
    Positive Ratings:
    4,208
    On the other hand, please feel free to say when you like stuff. It isn't as helpful, admittedly, but it does make a nice change from many posts here, which often tend to be lists of downsides.
     
    • Thanks Thanks x 2
  13. Bloodhound

    Bloodhound L6: Sharp Member

    Messages:
    316
    Positive Ratings:
    237
    01/08/2012
    Release Beta2
    - fixed serval (sniper-)sightlines
    - replaced the building near CP3
    - minor track modifications to fit the new buildings
    - general disadvantage for red (balance)
    - many minor bugs
    - oneway spawngate in red´s first spawn can now opened from outside


    EDIT:
    01/09/2012
    Release Beta2a
    - no geometry changes
    - fixed some gameplay breaking bugs
    - small tweaks and balance changes

    Download RC1
     
    Last edited: Oct 20, 2012
  14. Rasputin

    Rasputin L3: Member

    Messages:
    107
    Positive Ratings:
    20
    So the aesthetics were alright for the most part. The most prevalent criticism that was had was the general layout of the map, which was thought to be "mazelike" and it felt like the flanking routes were way too numerous in most areas.
     
  15. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,823
    Positive Ratings:
    1,090
    how dare people take their time to say something nice about the map
     
    • Thanks Thanks x 1
  16. Bloodhound

    Bloodhound L6: Sharp Member

    Messages:
    316
    Positive Ratings:
    237
    So, i think i now know the reason for the shitness of this map (as proved on gameplaytest).
    I always tested that map with around 10 players (every time more or less the same players).
    consequences:
    - spawntimes are too low (DM-feeling)
    - sightlines are so long (few players = very few snipers
    - it´s like a maze (last point)

    So I already have planes how to fix that stuff, but if anybody have an advice...
     
    Last edited: May 9, 2012
  17. Bloodhound

    Bloodhound L6: Sharp Member

    Messages:
    316
    Positive Ratings:
    237
    Beta4c released!

    Code:
    03/25/2012
    Release Beta4c
    - optimization (finally)
    - new spawn for red (segment 2 and 3)
    - more detail
    - changed final a bit
    Download RC1

    [​IMG]
    (More Images in the first post)
     
    • Thanks Thanks x 3
    Last edited: Oct 20, 2012
  18. Bloodhound

    Bloodhound L6: Sharp Member

    Messages:
    316
    Positive Ratings:
    237
    RC1 released!

    Code:
    07/12/2012 - RC1
    - much fps optimization (thanks eerieone)
    - much more detail
    - file size optimization (55mb->46mb)
    - fixed that CPs wasn't capped after the cart passed
    
    - made the area around final a bit wider
    - balance changes on CP1/3/4
    Download RC1

    [​IMG]
    (More Images in the first post)