Bapkins

CP Bapkins A3

chemelia

yndersn't
aa
May 11, 2014
406
619
ALPHA 1b:

-Fixed some exposed nodraws
-Removed some unnecessary clutter
-Added more lights across entire map

-Increased all cap times
-Increased total round time, decreased time added for capping
-Fixed blu forward spawn, now activates after capping B instead of C(whoops)
-Fixed a leak and removed cordon bounds
-Simplified brushwork in some areas

NOTE: I didn't update the screenshots; I didn't feel the changes were major enough to merit a new batch.

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chemelia

yndersn't
aa
May 11, 2014
406
619
Alpha 2

Gameplay
-Point A
-Simplified and removed a few routes
-Lengthened cap time
-Added and moved health and ammo kits
-A-B Connector
-Made shutter entrance into control room a one-way dropdown
-Added and moved health and ammo kits
-Point B
-Redid the point entirely
-Lengthened cap time
-B-C Connector
-Added a window between the 2 main routes
-Added a ramp, giving defenders access to the high ground from either main route
-Added and moved health and ammo kits
-Point C
-Lengthened point area
-Added a sentry spot garage
Visual
-Brightened up environment lighting
-Added yet more lights


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Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
Okay, after running around solo, here's some FB:

Overall:
Cubemaps are weird. Missing texture reflection on pellets and capture points.
http://steamcommunity.com/sharedfiles/filedetails/?id=727404876

1st point:
1) Next to no flanks for blue (besides sewer/water) and both main entrances are very close to each other.
Fix: make lower entrance flank in control again OR make lower entrance somwhere else (not sure where)
2) Health and ammo.
Blue team has very small HP supple for pushing w/o med, only 2 smol hp's. Maybe raise boat one to medium?
No hp on only flank. Yes, medium is overboard, but smol hp in sewer for defenders and retreating attackers is nice.
Ammos are better, yet still not good. Large ammo in sewer doesnt makes a lot of sense to me for both sides, and control room is going to be main ammo source in setup time. Idea - lower sewer ammo to medium/small, raise control one to large, and add one (small) here, behind platform in control room http://steamcommunity.com/sharedfiles/filedetails/?id=727404218
3) This zone doesnt marked as cap, but you still can cap. http://steamcommunity.com/sharedfiles/filedetails/?id=727404516

1st-2nd.
1) Forward blue and red are one exits. I'm not sure if this will cause problem with current layout, but the earlier you made 2nd exits to them, the better it will be.
You can make another drop exit for red here as vertical one (not sure where put 2nd blue) http://steamcommunity.com/sharedfiles/filedetails/?id=727408392
2) Not sure so far about 2nd at all. I'll see how it plays out, but nice height variation and open ground makes it totally different for sure.

2nd-3rd.
This large ammo pack is kinda unnecessary, medium one is alright-ish. http://steamcommunity.com/sharedfiles/filedetails/?id=727409179
Maybe divide it and put medium one in garage? It's quite far and with height disadvantage from spawn/balcony on top

Overall #2
"Railings" are high. On most of balconys. Replace them with player-clipped props remade into func_details (all of this can be found in @Crash's tutorials). OR just lower them to 2/3 of their height http://steamcommunity.com/sharedfiles/filedetails/?id=727410767, luckily they were textured just right for that number so it won't look odd after change.
There can be problems with ammo/hp, on 2nd and last, but i'm very unsure about where. Let's see how it goes on next imp.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
I think you should reserve the gameplay feedback until you've actually played the map with players, playing solo is only good for checking if the map works and detailing feedback. All of this is nothing but guess work without actually seeing how the map plays with other humans on the server..
 

ChuckSpurgeon

L2: Junior Member
Jan 6, 2014
52
10
Pretty map, especially for an alpha!
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
I think you should reserve the gameplay feedback until you've actually played the map with players, playing solo is only good for checking if the map works and detailing feedback. All of this is nothing but guess work without actually seeing how the map plays with other humans on the server..
I was noting to what can it lead. I wasnt asking Ynders "MAKE A3 NAO". A2 seems much better compared to A1b, just was noting what (IMO) has highest chances of going wrong on next imp (considering we got very lucky to test it due to 14bit was doing 72hr early and needed imps)
 

SSX

aa
Feb 2, 2014
392
411
Here's my feedback on how to improve the layout. Sorry if it's a bit of a mess, but hopefully it'll help some.

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MrRFoQK.jpg

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7MhH21w.jpg

rkyi4sU.jpg
 

chemelia

yndersn't
aa
May 11, 2014
406
619
ALPHA 3

Gameplay
-Completely deleted and remade everything after B point
-Major changes to B point

-Rotated B point 90 degrees and situated it over the river
-Added "beach" area to previously empty side of river, accessible through the house-ish structure
-The river no longer kills you, but pushes you rapidly towards B(It's a bit weird at the moment, might change this in a later version)
-Changed health & ammo locations
-Minor changes to A point
-Removed wall in shack building that constricted the area
-Removed awkward ramp part of lower route
-Removed weird slide exit from point area
-Lower route now leads to the next area
-Moved shutter door to the new exit
-Changed health & ammo locations

Technical
-Fixed waterfall sounds
-Hopefully fixed weird respawn times
-Fixed some dodgy clipping spots
Huge thanks to shadowslasher11X for his suggestions, many of which were included in this update!

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