cliffsedge b1

By Gonfin

  1. Gonfin

    Gonfin L2: Junior Member

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    this is my 3rd map

    5 point payload map (badwater style)

    thanks for your contributions:
    Bi Polar Bear (posters)
    Ben2 (detailing)
     
    Last edited: Jun 27, 2010
  2. absurdistof

    aa absurdistof

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    Need pictures and cliffside is taken.
     
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  3. Gonfin

    Gonfin L2: Junior Member

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    pics will be up in a few minutes, and i guess ill be changing the name
     
  4. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

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    It's very linear at the moment, the blocks you have in the place of buildings actually need some paths inside them to offer alternative routes.
     
  5. Gonfin

    Gonfin L2: Junior Member

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    there are several paths inside the "blocks", (they are hard to see in the photos)
    i am also planning on hollowing out many of the blocks to create side rooms of the main paths

    there is also a rather large area (between blu spawn and point 2) that i have yet to put things in
    (pic 4)
     
    Last edited: Jan 26, 2010
  6. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Pic 3 is very, very, very open. You need more buildings there or at least something interesting, as well as cover, defence positions, etc.
     
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  7. Gonfin

    Gonfin L2: Junior Member

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    thanks for all the input so fast everyone.
    on a side note, does anyone know how to change the "topic" so its not a duplicate of the other cliffside? (new map name is cliffsedge)
     
  8. Mr.Late

    Mr.Late L7: Fancy Member

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    Send PM to staff/moderators.
     
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  9. Ghettobarney

    Ghettobarney L1: Registered

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    I like the concept if anything else, I'd like to see this make it to at least beta. Pic 3 is waaaaay too open, easy sniper spots. I'll download and try it in a bit.
     
  10. Gonfin

    Gonfin L2: Junior Member

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    ill have an early alpha up either today or tmro.

    for the first download ill post, wil have most of the buildings and side paths in.

    i will also be posting some new pics in a little,

    on a side note, any horizontal surface that is "stone" texutred, i dont plan on allowing people to get to
    so their will either be more building, or cave celing, or a playerclip brush of some sort
     
    Last edited: Jan 27, 2010
  11. Lancey

    aa Lancey Currently On: ?????

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    It is way too dark.
     
  12. Gonfin

    Gonfin L2: Junior Member

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    playable release up for download (a.4)

    this is an early alpha so please post appropriate comments
    and provide screenshots of the particular area your referring to

    thanks!
     
  13. Westerhound

    Westerhound L5: Dapper Member

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    The map is way too confusing and has too many houses, bridges etc., and too big sniperlines too. Im not sure which houses to remove access from without looking into it more. Youll have to change quite a lot I think

    Read the chat in the images. Im in a hurry so cant give you more now.
    linkey01
    linkey02
    linkey 02b (same place as 2, taunting in the dark area)
    linkey 03
    linkey 04 Just seems way too easy to flank RED using this path
    Just throw a barrell or two into these places
    linkey05
    linkey 06
     
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  14. Gonfin

    Gonfin L2: Junior Member

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    typing the comment and taking the screenshot in game is perfect thanks!

    link 1) i will be adding signs (there are none at the moment)

    link 2 a&b) thanks for pointing that area out, i did not realise it was that large and dark, it will be getting a smaller and brighter

    link 3) that path is intended to be a high risk path, i will see how it gets used when ive done some actual game play testing (it may get split into 2 parts, or removed entirely)

    link 4) good suggestion with the lowerable bridge, i knew that area needed something, and that sounds perfect
    link 5 & 6) these two spots i was intending to wall off and fill with props, so yes, they should & will be filled.

    thanks for your input! i greatly appreciate it
     
  15. Flawless

    Flawless L1: Registered

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    I tested it. It's filled with LOOOTS of minor bugs. You should andd some playerclips, and see if any brushes are overlapping or not covering all the places they should for example blu spawn you can jump there with red scout... Other than that looking good! just add more stuff there and there to make it nicer and cover long line of sights.
     
  16. Gonfin

    Gonfin L2: Junior Member

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    yeah, the corner jump thing at blu spawn was because i was to lazy to fix it, and to lazy to enable cheats and noclip for testing, so i left it.
    now its gone, and replaced by a glass box of doom, complete with custom poster (thanks Bi Polar Bear)

    many of the buildings have been noclipped, and cover will be added when i get more into the detailing phase

    (also, i will be posting a mo-betta version of the map tonight)
     
  17. Gonfin

    Gonfin L2: Junior Member

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    version a.7 is posted,
    changes:
    shorter sightlines
    2nd floors are closer to the ground
    health/ammo packs added
     
  18. Gonfin

    Gonfin L2: Junior Member

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    a.8) "normal" compile
    added missle
    added more cover allong track and surroundings
    added more cubemaps
     
  19. Gonfin

    Gonfin L2: Junior Member

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    just thought i would update everyone with whats going on:
    Ive gotten some help with detailing from my good friend Ben2.
    (one of his maps can be found here: pl_weapons_facility)

    Im also expecting some custom textures, (cliffs&ground blend, building walls & floor)

    And hopefully a custom helicopter model based off this helicopter ([ame="http://en.wikipedia.org/wiki/Ch37"]Wiki: CH-37 Mojave[/ame])
    it fits the time frame for tf2 (late 50s- early 60s), and fits the style of the tech better than others of that time (or later)
    My crappy stand in for it can be found in the a.8 version of Cliffsedge
     
  20. Gonfin

    Gonfin L2: Junior Member

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    updated to a1.0

    screenshots later