CP Bapkins A3

now featuring a dumb gimmicky river thing

  1. Ynders

    aa Ynders absolutely gormful

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    519
    Bapkins - probably bad

    A map I started for the Winter 2016 72hr jam, now finally in alpha
     
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    Last edited: Jul 27, 2016
  2. Muddy

    Server Staff Muddy Muddy

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    That third screenshot looks cool as hell.
     
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  3. Another Bad Pun

    Server Staff Another Bad Pun learning to fly

    Messages:
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    1,177
    I want it
     
  4. Turnip

    aa Turnip The 80s Vegetable

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    5th screenie, those computers are makin programs
     
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  5. Ynders

    aa Ynders absolutely gormful

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    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.

    Read the rest of this update entry...
     
  6. Moonrat

    aa Moonrat The end of an era

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    527
    Mmm that nature is great
     
  7. Ynders

    aa Ynders absolutely gormful

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    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


    Read the rest of this update entry...
     
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  8. Nuke

    Nuke L4: Comfortable Member

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    Positive Ratings:
    114
    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.
     
  9. Wilson

    aa Wilson Burial by Sleep

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    841
    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..
     
  10. ChuckSpurgeon

    ChuckSpurgeon L2: Junior Member

    Messages:
    52
    Positive Ratings:
    8
    Pretty map, especially for an alpha!
     
  11. Nuke

    Nuke L4: Comfortable Member

    Messages:
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    Positive Ratings:
    114
    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)
     
  12. shadowslasher11

    aa shadowslasher11

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    Positive Ratings:
    325
    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.

    [​IMG]
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    [​IMG]
     
    • Thanks Thanks x 2
  13. Ynders

    aa Ynders absolutely gormful

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    Positive Ratings:
    519
    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!

    Read the rest of this update entry...
     
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