Bayou

Chaopsychochick

L4: Comfortable Member
Jun 16, 2009
189
91
Thanks Tinker.

I've got the layout pretty final right now, I don't think I've really had any issues with it aside from some minor things for the past couple of versions now. And I think since I am hoping with this version to have at least everything detailed even more, that I think I am going to release my next version as b1 instead of a10.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
I was planning on doing a final sweep on all the contest maps before the end of the contest. If you've seen what I've done in other detailed maps, I go through a map on my own and find any rocket jump exploits, playerclip fails, displacement fails, misaligned props, weird lighting, etc. and provide screenshots of it all.

I was planning on doing it as soon as a new version of your map was released, but now that I notice there are only 15 days left, I didn't want to find out that a map was updated, go through it, and then find out that since there are only x days left, a new version wouldn't be submitted to the contest, thus my work not as useful as it could be (that is, I'm implying that you will finish your map even after the contest).

So message me on Steam (my name is littleedge), find me in the chat (between 3 and 9 pm ET), pm me here, or reply in this thread if you want me to go through your map in the current version, or do it in your next version. Or if you don't want me to go through it at all, and anything i come upon in a Gameday is enough.
 

Chaopsychochick

L4: Comfortable Member
Jun 16, 2009
189
91
Thanks littleedge, right now I am doing a good number of fixes and changes right now for a10/b1, which I am planning to get out on friday. So if you could do this after I get that out it would be much appreciated!

Again, that you so much for doing this!
 

Chaopsychochick

L4: Comfortable Member
Jun 16, 2009
189
91
Updated to a10.

I think I have most of the issues fixed, though there is still some detailing I need to do before I am comfortable w calling it a beta.

Little feel free to do your review now. Not much should change, so everything you get now would be of great help! ^^ Thanks!
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Hey, played this on the wednesday gameday.
Just a few things: the outside I thought looked really good, but the paths (the wooden plank trail things) I think in places could to with some clipping (or better if there is none) - where they are on the ground, I wasn't running smoothly over them when it looked like I should? This is in the first home-> A area I only really remember.

I'm sure you heard me say I didn't really like B but I didn't actually give much reasoning! The downstairs area was very bland, just felt like a big open space. Our team had a ton of trouble attacking! Now this could be because we sucked (likely yes) and I guess the sentrys need to be strongly positioned when it's instant cap, but I think that getting to A was a lot easier in comparison. Perhaps I ought to have gone demoman instead. I'll let you decide if you get to watch the demo.
Didn't get to attack C or D unfortunately because nobody let us cap it at B.


The crashed bomb in the ship was nice, but just as a reminder, you can shoot through it. Minor detail I know!

The wooden rafts in the ship I didn't like much. I think if you had maybe the ceiling normal, and then patches in places where it had fallen away, and you could see the pieces of rafter that are the underlying structure? That way, the area where the bomb has crashed, you get to keep the nice looking broken beams and stuff. The ceiling being as high as where it was (imagining theres no wooden things) would be nice.

Can't comment much for fps since I'm not a prime candidate for testing that :p

Hope something of this was useful!


edit: oh and the boat looked very nice too :)
 

Chaopsychochick

L4: Comfortable Member
Jun 16, 2009
189
91
Changes to be made to b1
*Touch up blu spawn. (Make things a bit more blu, fix keep out sign)
-As a part of this given the dislike of the rafters, I will be removing those and adding a lot of pipes to the ceiling so that they are uninteresting
*Fix clipping and detailing for B outside and inside (This needs it so badly!)
*Going to do some changes to C and D to make them easier to defend.
-I am thinking of removing the outside stairs for BLU to the upper level of D, making it so they can only go through the building
-Going to add more cover in C for red to hide behind/build sentries.
*Need to make a 3D skybox
*Continued need for detailing/optomization

IS THERE ANYTHING ELSE I SHOULD CHANGE?! I want my next version to be B1, so ANYTHING that you think is off, please tell me!
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
http://dl.getdropbox.com/u/1490725/ctf_bayou_a100000.jpg
Giant hole in a displacement (looking out a window in BLU spawn)

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100001.jpg
I get stuck on one of these wood planks if I run along the chairs.

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100002.jpg
RED chairs in BLU base?

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100003.jpg
It looks like the flag is off center

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100004.jpg
I can't be 8 feet...

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100005.jpg
Make it so that there is only one no entry sign

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100006.jpg
Do you want me up here?

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100007.jpg
Woah shiny Truck

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100008.jpg
http://dl.getdropbox.com/u/1490725/ctf_bayou_a100009.jpg
http://dl.getdropbox.com/u/1490725/ctf_bayou_a100010.jpg
Some places to clip. The last pic is me on the light. but the light isn't along the wall - it's floating.

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100011.jpg
Do you want me up here?

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100012.jpg
Make those lanterns nonsolid so if I jump I don't bump my head.

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100013.jpg
Why is it raining indoors?

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100014.jpg
Another light that's floating.

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100015.jpg
http://dl.getdropbox.com/u/1490725/ctf_bayou_a100016.jpg
http://dl.getdropbox.com/u/1490725/ctf_bayou_a100017.jpg
Fix the clipping.

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100018.jpg
You should open up that area, or playerclip that roof where I am. Maybe make a hole in the floor of that second level so only Demos and Soldiers can jump up to the roof, go through a window, and jump down.

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100019.jpg
I still say that there are too many signs.

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100020.jpg
See where I am? Looking to the right and jumping up...
http://dl.getdropbox.com/u/1490725/ctf_bayou_a100021.jpg
I see dev textures.

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100022.jpg
What is that black shape on that roof?

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100023.jpg
What is that black shape under the water (on the last point)?

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100024.jpg
Texture Scale and Texture Shift, please. No entry signs should be circular and in the center.

http://dl.getdropbox.com/u/1490725/ctf_bayou_a100026.jpg
What is that line under the water (on the last point)?
 
Last edited:

Chaopsychochick

L4: Comfortable Member
Jun 16, 2009
189
91
And updated and submitted to the contest!

I hope everyone likes what I have done with the map. I am going to be taking a bit of a hiatus on developing this for a while, at least until the contest is over and judged. This map took a lot out of me, and while I loved making it... I need a break. :D
 

SPHinx

L2: Junior Member
Aug 29, 2009
81
24
Played this yesterday for the first time during some con-testing. Wow. There was clearly a lot of love and work that went into this. I really like the chaotic, crumbling buildings all sinking into the ground. Very nice use of the swamp theme, in my opinion.

I should add that the layout is a bit confusing. Both when I was on RED and BLU it took a while to figure out where you are after re-spawn and then where you need to go. There are signs, but sometimes you get so turned around running the wrong way that the signs you see are not for the point you want. This was my first time playing it, so on my next play through I imagine I will be more comfortable. Still something to think about. Maybe more signs. Maybe simplify or highlight the pathways a little bit more.

We only played 1 full round (i.e., each team played once as RED, once as BLU) and both times BLU did not make it very far. Caps only ever occurred at points A and B before RED got it locked down. People who have tested this more will no better than I how typical this is. It may have been a symptom of poorly balanced teams (although they seemed balanced to me), or maybe folks not knowing where to go and so the pressure to the points was not as high or as fast as it needed to be. Or the early points are too easy to defend.

In any case, it was still lots of fun. Best of luck with the contest.
 

Felycity

L1: Registered
Aug 5, 2009
3
2
running this map with SRCDS and,

Windows 2003 SE SP2
MetaMOD 1.7.1
SourceMOD 1.2.5-hg2824

so, super lag...
when i tried this map by listen server, there was no problem.
what can i do for fix this?

sorry for my bad English coz im just a Japanese.
 

strangemodule

L5: Dapper Member
Sep 10, 2009
223
59
I did a run through it by myself, and although the details are nice and the layout is pretty good, it needs way more optimization. For example, in the boat spawn area, did you really need all those chairs? Have you used occluders/areaportals correctly? Also, the map seems a tad too dark, especially on the first part.