alpine_storm

Discussion in 'Map Factory' started by E_K, Jun 29, 2009.

  1. E_K

    E_K L1: Registered

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    sawblades(alpine_storm)

    This is 5 point map like cp_granary in arena_sawmill style. It was created in 2.5 weeks. Cap time and timer are the same as on cp_granary. There are 2 saws on central point.

    Thanks Crash'n'Burn for models.

    Current version b4

    Version history

    b4

    * I think fps problem is fxd(need more tests)
    *right way from cp 1\5 to cp 2\4 is wider now
    *added a wall on cp 2\4 near windows for fix demo spaming and for more fps :)
    *added one more way on central cp
    *added door on cenral cp upstairs for fps optimization

    B3 changes:

    *renamed the map to cp_sawblades
    *fxd hud(blue - left, red - right)
    *reworked respawns at 1/5 point
    *added player clip on high area and area over gates on 2/4 point
    *stairs upstairs on 2/4 point is now inside the building
    *middle upstairs are now separated
    *roof is now higher in the middle
    *one log in the middle with small HP
    *added more arrows
    *changed resupply when you cap 2/4 point, now resupply is on enemy side of the map
    *fxd some sticky places
    *added 3DSkybox
    *some cosmetic changes

    I know about cosmetic bug with tree and rock on the red side near middle point.


    B2 changes:

    *fxd blue base texture problem
    *fxd problems whith shadows in some places
    *added wood pile near 1\5 point.
    *added props on 2\4 point to jump on it on 2-nd floor
    *some retextured blue 2-nd point for make it more blue
    *some change with small ammo and smal healthkit on centr. Now are like this
    ammo

    HP O HP

    ammo



    This map on fpsbanana http://www.fpsbanana.com/maps/109652

    :)
     
    Last edited: Sep 1, 2009
  2. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    Wow, that looks really cool. I'm a big fan of the sawmill theme. I'll give this a try tomorrow.
     
  3. mikey

    mikey L1: Registered

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    You could've just named it cp_sawmill :p
     
  4. Fearlezz

    Fearlezz L10: Glamorous Member

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    2.5 weeks. Thats quite fast. The map looks amazing, great work!
     
  5. pl

    pl L5: Dapper Member

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    Looks really really nice and sawmill-ish, but I'd suggest using a different name :)
     
  6. kankle_king

    kankle_king L4: Comfortable Member

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    This is a cool map, nicely detailed. There's a lot of little stuff you need to change to fix it though, I will try to post screens and STV demos later. We played it in 6v6 and most of the people liked it minus the problems. Also need a better name

    ps. edit later with pics
     
  7. Okrag

    aa Okrag Wall Staples

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    Did you name this map after the skybox?
     
  8. magic646

    magic646 L1: Registered

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    cp_sawmill?
     
  9. Open Blade

    Open Blade L7: Fancy Member

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    I had fun playing it. Nice to see another weather map and I liked some of the neat details, such as the wooden stairs having the warped wood, nice touch. I also liked the waterfall but felt the basin should have been much deeper and bigger for that size of a fall. Probably could have staggered the falls and kept the same size basin. Nice job though, well done.
     
  10. E_K

    E_K L1: Registered

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    Yes. I Know it's bad name. I'll rename it.
    I think not :)
     
  11. pl

    pl L5: Dapper Member

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    How would Woodworks sound?
     
  12. kankle_king

    kankle_king L4: Comfortable Member

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    I'm sorry I haven't posted, someone deleted the STV's to make room. I'll try to get another playtest in, but for now I can post some fixes/suggestions:

    Consider making the last cap raised up, the way it is right now lets lots of spam fall into it.

    [​IMG]
    [​IMG]
    [​IMG]

    The middle and 2/4 CP rooms need to be wider. They are well designed but they are very cramped even for 6v6, widen them to allow more room to fight/getaway.

    The middle CP needs another door into/out of the room. The top is fine, but if you choose the middle, you only have 1 way out on your side, which rly hurts the gameplay.

    Change the med HP in yard to small, you don't want too much HP around, only the middle and 2/4 cps should have med HP.

    IMHO this map is about 75% ready for comp play. It has all the right parts but just needs a little tweaking.
    I look forward to any changes you make, thanks.
     
    Last edited: Jul 10, 2009
  13. tarmo-

    tarmo- L3: Member

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    clip the topfloor of 2nd, too awesome hiding place
    [​IMG]
    add route to top floor at middle for scout from lower floor
    [​IMG]

    and things which kankle king already mentioned. looking good so far.
     
  14. E_K

    E_K L1: Registered

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    There is some problem with waterfall model in that place. 2/4 point I'll chage in b4, not now. It needs more to gameplay tests to understand how it should be change.

    Midde cp is reworked, but not all that you have offered :)



    It is already made
     
  15. Munk

    Munk L1: Registered

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    Great map so far cant wait to see the finished project.

    We have played this map in rotation for the last few days. And has been a success.

    Keep up the great work!

    ~Munk!
     
  16. E_K

    E_K L1: Registered

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    Updated to b3

    B3 changes:

    *renamed the map to cp_sawblades
    *fxd hud(blue - left, red - right)
    *reworked respawns at 1/5 point
    *added player clip on high area and area over gates on 2/4 point
    *stairs upstairs on 2/4 point is now inside the building
    *middle upstairs are now separated
    *roof is now higher in the middle
    *one log in the middle with small HP
    *added more arrows
    *changed resupply when you cap 2/4 point, now resupply is on enemy side of the map
    *fxd some sticky places
    *added 3DSkybox
    *some cosmetic changes

    I know about cosmetic bug with tree and rock on the red side near middle point.
     
    Last edited: Jul 15, 2009
  17. kaplan

    kaplan L1: Registered

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    We play tested B3 and I've noticed that having the upstairs separated in B3 makes the middle more of a chokepoint than it was in B2. For most classes, there's only one way out of the middle point.

    I would suggest, as Kangle did in his last screen shot, to have another doorway on the ground level on the left side. I also liked how the upstairs in the middle were connected in version B2. Give players multiple routes to push to the next point.

    I think if you add in another doorway on the ground level and have the upstairs connected again, it will provide smoother gameplay and will be less of a bottleneck at the middle. In the mean time I will be adding back B2 into our rotation.

    Keep up the good work.
     
  18. E_K

    E_K L1: Registered

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    I want to do like this
    [​IMG]


    If i'll replace door with window upstairs only scout\demoman\soldier can get there from outside(like cp_well), or it can be like it's now. In b2 upstairs are imba, it's too easy to get there and too easy for demoman and soldier to kill everebody on the cp.
    Can't say anything about returning upstair from b2 because i have no chance to play b3 yet :crying:
     
  19. tarmo-

    tarmo- L3: Member

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    Optimize the map more please. It was unplayable for me in b3, fps jumping between 20 and 90, when i normally have 90-100 fps constantly. :crying:
     
  20. E_K

    E_K L1: Registered

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    Updated to b4

    * I think fps problem is fxd(need more tests)
    *right way from cp 1\5 to cp 2\4 is wider now
    *added a wall on cp 2\4 near windows for fix demo spaming and for more fps
    *added one more way on central cp
    *added door on cenral cp upstairs for fps optimization