CP caldera test1a

By Shaar

  1. Shaar

    Shaar L3: Junior Member<BR>toboruin

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    Caldera is a 6 capture point attack defend map, with an alpine spytech theme. Blue team must push through from there dam through red controlled buildings, and seize control of each stage in order to win the map.

    Stage 1 leads the blue team through a red warehouse, and eventually through caves to a 'disused' radio tower.

    Stage 2 leads blue into an underground cavern, and the opening into a red fortress.

    Who knows what dastardly secrets are being withheld in stage 3 by the infamous red team.


    24/09/2009
    Test1 released.
     
    Last edited by a moderator: Jul 24, 2010
  2. Hellfire

    Hellfire L9: Fashionable Member

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    hey,i made a run through your map and made some bug-shots 4 u
    (first 4 shots)
    and i simoly liked this view (5th shot)

    carry on,so much ro do. but this part looking rly nice
     
    • Thanks Thanks x 1
  3. Shaar

    Shaar L3: Junior Member<BR>toboruin

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    Thanks for the help, I'm aware of shots #1 and #3, (one being lack of cubemaps, which I didn't know if I should install them yet or not, the third being no skybox)

    Number 4, I didn't realise it looked that bad in game (Overlooked that area) and I'll sort it out soon.

    cheers (y)
     
  4. Hellfire

    Hellfire L9: Fashionable Member

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    u got skybox already (so can create at least 1 cubemap 4 testing purposes), just dont have the 3d part, and thats not critical at all)

    and about shot 1,i just wanted to say that "Top Secret" is kind of "terceS poT" there)))

    but i repeat,i rly liked shot#5

    if u need any help both 4 testing or smth else, call me. cuzz i rly liked what i saw on this map
     
    Last edited: Mar 20, 2009
  5. Shaar

    Shaar L3: Junior Member<BR>toboruin

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    Well, I reversed the text on the door, so it looks like the room your looking into is the top secret room, if you get what I mean.

    Anyway. I've fixed the misaligned textures, as well as the timer not adding time on. This should make it more viable to play test.

    I have also changed the bland lower corridor to something more aesthetic pleasing.

    A2 download link:
    http://www.epicbananaclan.co.uk/stuff/cp_caldera_a2.bsp
     
  6. Hellfire

    Hellfire L9: Fashionable Member

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    gave a run) here is shot-feedback:
     
  7. Hellfire

    Hellfire L9: Fashionable Member

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    and,btw:
     
  8. Shaar

    Shaar L3: Junior Member<BR>toboruin

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    Fixed those issues.

    Main things I want to know before I move on though:
    any major game play imbalances?
    when should cubemaps be compiled & how often?
    Does the game crash for players when they use the sandman frequently, and how does one fix this problem?

    EDIT: the object pointed out in pic #7 is a prop
     
  9. Hellfire

    Hellfire L9: Fashionable Member

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    any major game play imbalances?
    -now not,map is too small 4 that)

    when should cubemaps be compiled & how often?

    -just put to start with,in blu spawn at about 64 units hight

    Does the game crash for players when they use the sandman frequently, and how does one fix this problem?

    -didnt notice that

    btw u can just write me in steam) acc name is "nipet" as i remember
    if u want or have any Q on ur map
     
  10. Shaar

    Shaar L3: Junior Member<BR>toboruin

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    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    The blue spawn waiting area for stage 2. if you drop down from the metal walkways, death follows.
     
  11. Hellfire

    Hellfire L9: Fashionable Member

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    looks nice,but cant understand whats on the 2nd shot.

    btw, do u need some help? i just want to get some rest from making my map, and if u need help, or just a second pair of hands..ask) i would be glad to help

    bbtw,did u know that if u want to make small screenshot preview,like in my posts,just when you writing push MANAGE ATTACHMENTS and directly add shots from your disc))
     
  12. Shaar

    Shaar L3: Junior Member<BR>toboruin

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    the second screenshot is in the cave/building to which the entrance of is in the far left of picture 3.

    And no thanks, I've learnt from experience that working with someone else pretty much leaves me to not finish the project.
     
  13. Hellfire

    Hellfire L9: Fashionable Member

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    k,no prob)

    then just waiting for the next build)))
     
  14. Shaar

    Shaar L3: Junior Member<BR>toboruin

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    Hm. I have no idea why my map is like this, but it seems highly unstable. The sandman often causes the game to freeze and then crash. When trying it on a public server today, there was issues with it causing time outs for people (No one was using the sandman), then there was an issue with changing the map, which caused the server to crash/restart.

    Does anyone have suggestions on how to fix these issues?
     
  15. Hellfire

    Hellfire L9: Fashionable Member

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    hey,ive made an additional run..and ive got a Q
    dont you use HINT-brushes?
    or do you runn compilation in FAST mode?
    look at this shots,those props should not be rendered
     
  16. Shaar

    Shaar L3: Junior Member<BR>toboruin

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    I haven't used HINT brushes yet - Not too sure how to use them *Novice mapper ahoy*

    And yeah I was compiling in fast currently. I will change that though.
     
  17. Hellfire

    Hellfire L9: Fashionable Member

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    add me,ive sent an invitation
     
  18. Hellfire

    Hellfire L9: Fashionable Member

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    mb some new shots? xDD
     
  19. Shaar

    Shaar L3: Junior Member<BR>toboruin

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    Redesigned the 'cliff' exit to blue spawn; which appeared to be causing sandman issues:
    [​IMG]

    1-1 has been moved to the upper layer:
    [​IMG]

    and two stairs to the upper layer have been added:
    [​IMG]

    1-2 has been re-worked to make it more interesting:
    [​IMG]
    [​IMG]
    [​IMG]

    And finally the red spawn has been swapped with the former 1-2 capture point zone:
    [​IMG]
     
  20. Hellfire

    Hellfire L9: Fashionable Member

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    as i said,its draft