Blazewalk

Discussion in 'Map Factory' started by honeymustard, Feb 23, 2010.

  1. honeymustard

    honeymustard L9: Fashionable Member

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    Click for promotional website deal:

    [​IMG]

    cp_blazewalk is a 5 control point map. I started this as my first map a few months ago, and have slowly been working on it and testing it on a private server since then. I've reached a point where I felt it was necessary to publicly release it, so here it is!
     
    Last edited: May 23, 2010
  2. The Political Gamer

    aa The Political Gamer

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    The mid kinda reminds me of viaduct. Anyway very good looking map, can't wait to test it.
     
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  3. honeymustard

    honeymustard L9: Fashionable Member

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    Yes, that's where I took the inspiration from. I lifted the supports from Viaduct, and I'm not sure if I should remake them, they just look really good in my opinion :p
     
  4. Steff0o

    Steff0o L6: Sharp Member

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    looks good
    only the floating bridge looks a little weird :p
     
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  5. honeymustard

    honeymustard L9: Fashionable Member

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    That'll be fixed with a 3d skybox at some point.
     
  6. MangyCarface

    aa MangyCarface Mapper

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    This looks very interesting actually. Middle might be a bit too 'long'... Will try to get a lobby started tonight on it
     
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  7. honeymustard

    honeymustard L9: Fashionable Member

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    Game day bump, I guess!

    edit: based on the feedback I received in game, here's my planned changes at the moment:

    - Add spawn time modifications
    - Redo all the prop fade distances
    - Add a route from the house with the stairs to the balcony to the tunnel/cave route, which should provide a very good flank and the opportunity to bypass the yard and the sentry completely
    - Adjust some of the windows etc to create shorter lines of sight for optimisation reasons
    - Remove the small health pack from the bridge. I originally planned for a train (like in Well) to go across the bridge about every 10 seconds, but I'm still not sure if that'd be a good idea
    - Fix the capture zone on middle (could be capped from the corners)
    - Redesign the first spawn so it becomes less cramped
     
    Last edited: Feb 24, 2010
  8. honeymustard

    honeymustard L9: Fashionable Member

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    Update! b3 is released!

    05 Mar 10
    - b3 released
    - Spawn times adjusted
    - New route added between house and tunnel, bypassing the yard
    - Removed small health pack on bridge
    - More optimisation - removed some windows and fences that created unnecessarily long sightlines
    - Fixed cp3 being captured from the sides
    - Redesigned the first spawn to give spawners more space and make it easier to exit through the top door
    - Lots of minor clipping, texture and lighting improvements

    Here are a couple of pictures to illustrate the bigger changes:

    [​IMG]
    New spawn

    [​IMG]

    [​IMG]
    New route


    Now, here's a question for people who have tested it:

    [​IMG]

    When you arrive at the middle point, most people take this route, as it has the health/ammo pack. Should the crates be moved inwards slightly, to block the long sight line used by snipers?

    Any feedback is appreciated :)
     
  9. honeymustard

    honeymustard L9: Fashionable Member

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  10. Flame

    aa Flame

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    didnt hate it. your last point is really boring and defense friendly. i say redo it from scratch and make the second point bigger/get rid of the roof on it.
     
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  11. honeymustard

    honeymustard L9: Fashionable Member

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    Roof on the second point? There isn't one.
     
  12. honeymustard

    honeymustard L9: Fashionable Member

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    b4 released:

    - CP1 and lobby redesigned slightly. Added a one way door from the lobby and expanded it, to make it less square
    - Lots of detailing on CP1 and other areas
    - Changed the small door at the first spawn to a larger one
    - Moved the crates on CP3 inwards a little bit to cut down the main sight-line
    - More optimisation
    - Small health added in the left house (next to the stairs leading to the balcony)
    - More clipping, texture and lighting improvements

    [​IMG]
     
  13. absurdistof

    aa absurdistof

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    Well, I'm hoping the following screens are relevant :)

    1st screen - If you replace the leaning shipping crates with walkways, it will discourage snipers as they will be much more vulnerable to flanks.

    3/5 screen - If you variate the rocks on the ceiling it can seem much more immersive. Also, I'm not particularly fond of that texture you used on the ceiling(the texture in general). I find the black lines to be blurry and take out the immersive feel, it's like someone tried to erase them but gave up half way ;)

    EDIT: These are the b4 screens I'm looking at I guess, the 3/5th screenshot is the one you just posted above this :)

    EDIT (again): 700 Posts :O :O :O :O
     
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  14. honeymustard

    honeymustard L9: Fashionable Member

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    Thanks. How do you mean by walkways? Just flat planes (instead of 4 sides)? From testing, snipers never seem to use the hollow crates.
     
  15. Pocket

    aa Pocket func_croc

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    The latest screenshot definitely looks more interesting than dirty-concrete rooms usually do. Kind of makes me think of a factory floor.
     
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  16. The Political Gamer

    aa The Political Gamer

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    The rock models look jarring being upside down. :S
     
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  17. honeymustard

    honeymustard L9: Fashionable Member

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    I know what you mean, I have an idea how to fix them.
     
  18. honeymustard

    honeymustard L9: Fashionable Member

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    b5 released

    - Added a 3D skybox
    - Added a one way door (think Dustbowl) to the tunnel entrance at the yard. Should make flanking by both teams a bit easier
    - Changed the lighting
    - Added a rocket above CP1 for detail
    - Fixed a case where some red players would spawn in blu's spawn
    - More clipping, texture, soundscape and lighting improvements

    New screenshots in the OP! Check them out!
     
  19. ricardojvc6

    ricardojvc6 L6: Sharp Member

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    this would be awesome in Koth. Very nice map and i love the theme.
     
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  20. honeymustard

    honeymustard L9: Fashionable Member

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    b6 released

    I know I only released b5 yesterday, but I had to rush it for an event. So I added some stuff that I planned for b5.

    - Added a new path to the balcony, from the diagonal house
    - Changed the side of the stairs in the lobby
    - Fixed some things in the skybox, and added the top half of the rockets
    - Some small optimisation updates and clipping/texture fixes