CP Clocktower (5cp)

Discussion in 'Map Factory' started by Languid, Dec 29, 2010.

  1. Languid

    Languid L5: Dapper Member

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    A 5cp that will be really fun!

    I detailed the last point because it is perfect because the layout came to me in a dream from god and stuff and I had what it looked like perfect in my mind

    MORE POINTS TO FOLLOW
     
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Detailing looks nice... reminds me of Coldfront...

    Can't wait to see the rest of the map.
     
  3. ardysqrrl

    ardysqrrl L4: Comfortable Member

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    I dream of Icarus's maps too
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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  5. Engineer

    aa Engineer

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  6. Gerbil

    aa Gerbil

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    I don't think it'll cause any confusion. Unless people will avoid this map since ctf_clocktower was horrible.
     
  7. Untouch

    Untouch L4: Comfortable Member

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    Looking nice so far.
     
  8. Da_Man

    Da_Man L4: Comfortable Member

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    There is a distinct lack of clocks, and towers thereof, in these screenshots.
     
  9. Languid

    Languid L5: Dapper Member

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    Gerbil: Thanks for allowing me the name if thats what you're saying, I'm afraid I kind of posted a thread without really checking if it was already a map :p

    Da Man: the clock and hopefully its tower will be at the mid point!

    The SCURRILOUS people who made the comparison to coldfront: hopefully such disgressions will not be repeated (talking about your disgressions there not mine)

    yyler: These screens have increased brightness on all lights does it look ok now?

    http://img600.imageshack.us/img600/7678/cpclocktowerpa10007.jpg
    http://img825.imageshack.us/img825/5843/cpclocktowerpa10008.jpg
    http://img406.imageshack.us/img406/7462/cpclocktowerpa10009.jpg


    Also I raised the roof, it was a bit cramped before. I think I'll probably leave this part of the map alone entirely until a1 comes around and I have a layout :)
     
  10. red_flame586

    red_flame586 L7: Fancy Member

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    Blue's point in the first screenshot looks a bit annoying to get onto, maybe just replace it with normal ramps along the side and maybe a single junk ramp up the front. I presume it's clipped, it's just that something like that is thin and doesn't look like a proper path and probably will be avoided (even though it leads to point).

    Otherwise, looks good. Cave maps are really hard to do and it looks like you've done them well.
     
  11. Lancey

    aa Lancey Currently On: ?????

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    Moody
     
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  12. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    PAH. Apparently every map looks like Coldfront. Seriously, I'm kinda tired of seeing a "looks like coldfront" comment every time a CP map comes along that uses the alpine rocks and the white i-beams.

    It's not a productive comment. You should be feedbacking this map, not commenting on Icarus's.

    As for my opinion: You need more colour contrast. It's all dark grey with a few white walls. I imagine it'll get pretty disorientating ingame.

    Secondly although it looks like you have sufficient lighting on the floor, you walls and ceilings have almost no light. Increase your light cast angles so your walls get more light, and modify your brightness settings from the default 200 to 1200-1600 in order to get more light bounces off of dark surfaces and further illuminate your ceiling and walls. (200 being the 4th set of numbers in your brightness option).
     
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    Last edited: Dec 31, 2010
  13. Grim Tuesday

    aa Grim Tuesday

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    Not to beat a dead horse, but the map is HUGE.

    When a map is this big, it nullifies anything that:

    Heavys, engineers, and pyros can do. It also makes snipers horribly OP.

    I think that the scale may be OK if you shrunk the yard area hugely, but left the last point zone just a bit shrunken. You also need more ways to the last point, possibly a top route.
     
  14. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    map feels like a badland ripoff
    and the mid is hardly navigable
     
  15. Bockagon

    Bockagon L3: Member

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    Like Grim already said, the map is way too big. You can see farther than the game renders in some spots. I find the best thing to do to keep with scale is put player models in the areas you're building. This is also pretty helpful.

    The displacements at the mid point need to be smoothed out to make walking easier. Use the :dispwalk: button in hammer, it will highlight in yellow areas that are too steep for players to be able to walk over.

    You should probably completely rework second. The scale is way too big and it's pretty much just a badlands ripoff.

    I like the last point, but you could do with another route like Grim suggested.
     
  16. Languid

    Languid L5: Dapper Member

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    EXTREMELY WIP HARDLY LIT IF YOU SAY ITS DARK I WILL KILL YOUUUUU

    [​IMG]

    [​IMG]

    [​IMG]
     
  17. DaBeatzProject

    aa DaBeatzProject

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    oh cool, is that my midnight sky? :)
     
  18. Wilson

    aa Wilson Burial by Sleep

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    That is one fucking awesome mid there bro!
     
  19. Languid

    Languid L5: Dapper Member

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    Why yes beatz, I just remembered its sexyness one day and I couldnt use anything else :)

    And thank you wilsonnnnn I hope to make it play good too (!)
     
  20. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Also grazr, the "looks like coldfront" was a in-joke from chat.