Canaveral [5CP]

CP Canaveral [5CP] Rc5c

Katsu! :3

Veteran Cat
aa
Jul 30, 2021
632
357
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Not sure if this applies to the 3CP version too but you have a missing model here.
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A few things here; This capture zone feels really small for 5CP, and absurdly small for 12v12 gameplay. A few things to note here is that I really think you should put hazard tape surrounding the actual capture zone. The area looks really strange without them present. I really think substituting the ramps for staircases would make it look better but that is really up to you there.
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I honestly believe you should move your mid capture zone to here; I think it'd allow for much more engaging combat as explosive classes could jump onto the point and quickly turn the tides of battle, as well as a sentry on mid isn't overwhelmingly powerful since the best angles leave it super exposed to both spam and snipers. Sightlines onto here aren't really bad and while I imagine people would complain about them I think it would be worth looking into.
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Why is the back of a fridge facing the staircase? lol
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These elevator doors (and up/down signs) feels really weird being this reflective. There's not really any sunlight on them to warrant its reflectivity? Nor is there any artificial lighting.
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A sentry right here (demonstrated with the wrangler since idk how else to really show it) can see all four routes into last and personally I don't think that's great. I would really recommend shifting around the cover here a bit.
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Something like this would work probably. Last should be defendable by Engineers but not overwhelmingly oppressive.

I think that sums up my thoughts on Canaveral rn. Feel free to ask me anything, idm taking a second look. Originally just meant to point out bugs but I found these few gripes with the map and I didn't wanna withhold any feedback. I'm really liking your map so far!
 

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Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
Not sure if this applies to the 3CP version too but you have a missing model here.
Yep, completely forgot about a texture slot on that one. Gonna add it when I recolour the tower to match the rest of the truss work.
I honestly believe you should move your mid capture zone to here; I think it'd allow for much more engaging combat as explosive classes could jump onto the point and quickly turn the tides of battle, as well as a sentry on mid isn't overwhelmingly powerful since the best angles leave it super exposed to both spam and snipers. Sightlines onto here aren't really bad and while I imagine people would complain about them I think it would be worth looking into.
So fun fact, it did used to be here, but I moved it so the point wasnt so much out of the way of the main battle line. However, looking through my old changes, I didnt see a much of a good reason for why I moved it in the first place. Gonna give this a go next version.
Why is the back of a fridge facing the staircase? lol
Good question lol
These elevator doors (and up/down signs) feels really weird being this reflective. There's not really any sunlight on them to warrant its reflectivity? Nor is there any artificial lighting.
Getting art assets done up for this. Just some temp brush work for now.
A sentry right here (demonstrated with the wrangler since idk how else to really show it) can see all four routes into last and personally I don't think that's great. I would really recommend shifting around the cover here a bit.
Fair enough, but I want to see an engi acually build here in an imp before I nuke this spot. There arent really any good engi spots on most maps as it is, and though your points are correct, I think that staging area in the glass room will allow teams to prepare for the sentry and take it out. I'll definitely keep an eye out for it but I'm not going to change it yet.
 

Katsu! :3

Veteran Cat
aa
Jul 30, 2021
632
357
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Missing indeed, including a seemingly broken control point area.
 

Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
Now that is intriguing.

Point is due to a visgroup stuffup, forgot to line it up between 3cp and 5cp. I usually work in 3cp then compile for both, whoops
Once again, I forgot the tower texture
And that carpet is weird. Thats one of Zeus' textures, and it seems Vide didnt catch it. Probably need to manually pack it, or move it to somewhere Vide will get it. Good to know

Thanks
 

Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
Custard1 updated Canaveral [5CP] with a new update entry:

B8

  • New rocket tower and models
    • Updated rocket model and new texture to fit the original Saturn V better
    • New animations and updated particles to fit closer to a rocket ascent rate
    • New arms and clamps so the rocket isnt just hovering
    • Skybox versions of all clamps, more assets in the skybox to stop visibility flickers
  • More assets and art around the map
    • Red spawn recieved its first pass
    • Both spawns have a projector with exposition
    • New chair...

Read the rest of this update entry...
 

gidi30

L1: Registered
Sep 24, 2022
45
20
i dont know if its intentional but there seem to be a few materials that arent packed
 

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Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
Custard1 updated Canaveral [5CP] with a new update entry:

B9b

  • Redid geo around mid a bit
    • I dont think the last one was very inspired or interesting to detail. Nor did it flow together well with the rest of the tower
    • 1681906491797.png
    • Big thanks to Rhamkin for helping me concept this one.
  • Some bugfixing
  • Clipping issues
  • Detailed some rooms around last for both sides. Areas that were just missing their final polish
First time trying to pack with CompilePal instead of Vide, so I suspect...

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Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
Custard1 updated Canaveral [5CP] with a new update entry:

Rc4

  • Replaced all assets to be in line with asset pack, mostly in name only
  • Some prop changes. Replaced some chairs with folding varients.
  • Lighting changes on non-HDR version. Sun is halved in brightness. This should have always been the case but I seemed to have broken it at some point
  • Edge wear on metal walls closer to the floor
  • Clipping fixes all over the map
More to come yet. Just wanted to get some fixes out before the weekend.
Map is also packed with latest...

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