CP Chemplant A3.6

Hardly anything happens, but there is a cliff. It's super short!

  1. vanSulli

    vanSulli L1: Registered

    Messages:
    18
    Positive Ratings:
    11
    Chemplant - Hardly anything happens, but there is a cliff.

    Every great mapping career has to start somewhere, but maybe this isn't that start.

    (last point of what I hope will become a 3-stage Attack/Defend map)

    Changes for 7/16:
    • Lighting in the last room and in general has been improved
    • Path to first point extended, convoluted
    • Proper blu spawn
    • Sightlines shortened all around the map (somewhat)
    • Nerfed ceilings
    Hopefully this will basically be playable, so then I can move on to the other two stages of the map.
     
    Last edited: Jul 15, 2016
  2. Another Bad Pun

    Server Staff Another Bad Pun bird of prey

    Messages:
    592
    Positive Ratings:
    1,249
    The High Dynamic Range lighting in your picture looks incredibly bright. You should probably tone it down a little or just compile in LDR. I'm looking forward to this map though
     
  3. I dinne ken

    aa I dinne ken Has currently had enough

    Messages:
    173
    Positive Ratings:
    207
    dats a lotta pipes
     
  4. Three Million

    Three Million L5: Dapper Member

    Messages:
    201
    Positive Ratings:
    65
    Aesthetic wise this looks promising. Just expand on it a bit!
     
  5. vanSulli

    vanSulli L1: Registered

    Messages:
    18
    Positive Ratings:
    11
    New version 7/10/16:

    Changes:
    • More than doubled the size of the map and added the remaining point to the stage.
    • Map is no longer compiled with HDR.
    • Final point layout

    Read the rest of this update entry...
     
  6. I dinne ken

    aa I dinne ken Has currently had enough

    Messages:
    173
    Positive Ratings:
    207
    If you don't want to have viewmodels in your screenshots type r_drawviewmodel 0. Do r_drawviewmodel 1 to get it back afterwards.
     
    • Thanks Thanks x 1
  7. vanSulli

    vanSulli L1: Registered

    Messages:
    18
    Positive Ratings:
    11
    That's helpful, thanks! I'm used to using an impulse command in other Source games to hide it.
     
  8. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,393
    Positive Ratings:
    4,236
    Even better, just use Spectator mode
     
    • Thanks Thanks x 1
  9. vanSulli

    vanSulli L1: Registered

    Messages:
    18
    Positive Ratings:
    11
    Changes for 7/16:
    • Lighting in the last room and in general has been improved
    • Path to first point extended, convoluted
    • Proper blu spawn
    • Sightlines shortened all around the map (somewhat)
    • Nerfed ceilings
    Hopefully this will basically be playable, so then I can move on to the other two stages of the map.

    Read the rest of this update entry...
     
  10. Egan

    aa Egan

    Messages:
    1,318
    Positive Ratings:
    1,512
    • Thanks Thanks x 2
  11. vanSulli

    vanSulli L1: Registered

    Messages:
    18
    Positive Ratings:
    11
    Updates 7/17:
    Got a lot of really good feedback from the last version (thanks everybody, especially for linking the articles) and it'll take a while to ingest it properly. I've made a lot of "little" changes to test stuff. It should play a lot differently.
    • Made last point a lot more defensible and also added a new route in.
    • The last cp is up against the wall a bit; it's a lot harder to fall into the pit and it feels generally safer to stand on (it's also a lot wider).
    • Generally made Red's spawn a lot more bearable: fixed glitches, improved lighting, etc
    • Clipped stuff
    • Added a new route to the first cap; honestly not sure how it will perform
    • Did some sightline blocking that might end up being bad in the long run because of how I did it

    Read the rest of this update entry...