PL Boundary rc

Honeymustard

  1. IrishTaxIDriver

    IrishTaxIDriver L6: Sharp Member

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    Hey honeybuns~

    We played it on 2f2f and second time around it stalled on that balcony curve right before the cap. The hill was a little bit of a problem too but blue was able to get through it.

    I'm not sure what could help the spot though. Everyone had a lot of fun with the map, and besides that curve, they think its great!
     
  2. honeymustard

    honeymustard L9: Fashionable Member

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    Final version is out now: http://dl.dropbox.com/u/6591985/maps/pl_boundary_final.bsp.bz2

    Changes:
    - Reworked cp3
    - Added stairs instead of snow ramp to the left of cp1
    - Completely redone optimisation
    - Fixed some detail/lighting/clipping issues

    Here are some pictures of the changes:

    [​IMG]

    [​IMG]

    [​IMG]

    Now this is finally done I'm going to focus on finishing cp_teddy and then start something completely new.
     
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  3. IrishTaxIDriver

    IrishTaxIDriver L6: Sharp Member

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    I'm lovin' it. I'll get it running in some places.
     
  4. honeymustard

    honeymustard L9: Fashionable Member

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    Hmm, I accidentally compiled with a few things turned off, I'll recompile/upload now.

    edit: it's up now. Whew.
     
    Last edited: Mar 18, 2011
  5. Sgt Frag

    Sgt Frag L14: Epic Member

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    I don't think I've played it, but the screens look really nice.
     
  6. simoneaolson

    simoneaolson L1: Registered

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    I hate to admit that theres a minor bug in the final build, but at the last point, soldiers can shoot through the grate above and kill you. I don't know about other classes, but i've definitely experienced this a few times.
     
  7. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Thats because grates allow for blast damage, so you don't get killed by the projectile, you get kill by it exploding on the grate below you. Its not shooting through.
     
  8. tyler

    aa tyler

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    In other words, it's intended
     
  9. honeymustard

    honeymustard L9: Fashionable Member

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    I'm sort of thinking of making another version, mainly with 1 or 2 minor changes to last, and possibly cp2. Though I'm leaning towards not doing it, as I haven't really had any negative feedback from anyone (players or server operators). Does anyone have any opinions?
     
  10. Citizen Snips

    Citizen Snips L3: Member

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    I think it's perfect the way it is, but if you think it can be improved, go for it.
     
  11. tyler

    aa tyler

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    What I've noticed is that new people really don't like CP2 and will complain about the entire map after that. It's hard to get some players to realize that there are flanks. But it isn't the biggest deal. Those players suck anyway.
     
  12. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    What changes did you have i mind for CP2? I always thought the ramp up to it could have used more detail.

    It plays weirdly though. Half the time it gets steam rolled as it's difficult for RED to get their in a good amount of time if the team wipes at CP1, the rest of the time RED are at such a height and choke advantage that they just bulwark with a couple SG's and explosive spam the tiny doorways/long corridors.
     
  13. honeymustard

    honeymustard L9: Fashionable Member

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    Yep exactly, that's my concern. I've seen red defend it for a good amount of time before blu ultimately manages to clear it out via the flanks, though, but it seems to be very mixed.. I haven't decided exactly what/how I'd change, but I'd improve the flanks (particularly the back door that goes onto the second floor) and maybe remove/re-work the second floor, specifically the segment that overlooks the tunnel/ramp up.

    As for last, the one way gate sucks.
     
  14. IrishTaxIDriver

    IrishTaxIDriver L6: Sharp Member

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    No!! Leave it alone!

    You need to learn that it'll never be perfect! Just take what you learned and make the next map better!
     
  15. Citizen Snips

    Citizen Snips L3: Member

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    Uh...

    No. Better to have a couple of great maps than 15 shitty maps.

    Not to say Boundary is shitty, but you get my point.
     
  16. honeymustard

    honeymustard L9: Fashionable Member

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    Tell this to George Lucas.
     
  17. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    pl_boundary_extended_edition

    With a "Nooo" dubbed over the final explosion.

    You want me to run through it like i did with Snakewater?
     
  18. honeymustard

    honeymustard L9: Fashionable Member

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  19. IrishTaxIDriver

    IrishTaxIDriver L6: Sharp Member

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    No its not, no one makes perfect great maps right off the bat. There will always be material on the cutting room floor.

    Trust me, learning to know when to stop working on a map is very important. Use the lessons learned to make the next one better. Its NEVER going to be perfect, you're always going to hate things with it. It'll just turn into feature creep and you'll be working on it forever.

    And if you're talking about in a portfolio you don't have to list everything in your portfolio, mine was only three maps when I started getting callbacks.

    don't you george lucas me!!
     
    Last edited: Sep 2, 2011
  20. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328066386?tab=public

    Really sharp line here. The displacements throughout the map could do with less corners. The shading on this one makes it rally obvious, though.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328069148?tab=public

    That light stands out a ton against the shadow of the background.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328064652?tab=public

    Abrupt end to the overlay.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328096552?tab=public

    Odd shadows

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328081277?tab=public

    Icicles wouldn't form there, the water would have to run up the inside of the shade.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328074133?tab=public

    The room is very industrial for the milk jug or wood planks props. Some more of the radioactive barrels might work better here.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328071398?tab=public

    Door clips through planks.

    Also, if the planks weren't there it'd be a damn pointless door.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328086216?tab=public

    These textures don't align, but just looking at them i wince thinking of aligning them so that'll pass i guess.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328098124?tab=public

    More odd shadows on the pipes.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328100723?tab=public

    This pipe (and another one around the corner) don't come out the other side of the metal, and if they did would be RIGHT in the way of anyone walking past.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328079994?tab=public

    Those bollards don't really make any sense there. They're designed to block vehicles, so make no sense on the outsides of doors.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328082561?tab=public
    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328075630?tab=public
    Sure is convenient how close to the building edges those cliffs go... yeah, give the cliffs a bit of an edge, so they don't look so contrived. You'd have to clip it off, remember.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328099546?tab=public

    More misaligned textures.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328088670?tab=public

    What's the point of the crane? It has nowhere to lift to.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328083922?tab=public

    You could use the spytech computers here, this close to Red's base.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328094697?tab=public

    1) This door could do with a trim around it, rather than just the prop.
    2) I'm prepared to allow the odd tyre being thrown onto a low roof, but an entire stack of wood? I call bullshit.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328093009?tab=public

    This building is very RED for so close to Blu's base.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328087208?tab=public

    The outside isn't so bad, but the inside... that texture is so frequently used around final points and so on it immediately makes me think "Red's base". Tone it down to something more neutral- There's so very little neutral space in this map.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328084907?tab=public

    Track clips through rocks. Rocks would derail cart.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328091627?tab=public

    A trim might be better at the end of this.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328072865?tab=public

    Those launchpads have no wheels, so would have to launch either horizontally, or through a roof.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328077406?tab=public

    Very dark corner.

    http://steamcommunity.com/profiles/76561198010698558/screenshot/596947343328090320?tab=public

    This spawn room is kind of bare.

    That's all folks. (It was a lot harder to find bugs on here than most i've tried.
     
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