CP construct

Discussion in 'Map Factory' started by Sylver, Mar 28, 2013.

  1. Sylver

    Sylver L1: Registered

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    A 5cp map I'm developing, planning on using a mix of the koth_king and construction pack assets.

    Possible upcoming changes:
    Work on the lights more
    Rework the 2nd points
    Remember to nodraw the outer walls next time
     
    Last edited: Apr 21, 2013
  2. nightwatch

    aa nightwatch

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    I am intrigued.
     
  3. Sel

    Sel Banned

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    • Thanks Thanks x 1
  4. Sylver

    Sylver L1: Registered

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    oh cool, you guys already have a gameday thread for Saturday, back when I actually frequented here, it usually went up the day before gamedays.
     
  5. nightwatch

    aa nightwatch

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    Hey man, I just did a quick flyby to see what was up and I have a couple things I think you should know about....

    First, in terms of scale and all that it seems pretty good, and should be relatively fun to play!

    However, you seem to be missing a few textures and models! Either you've chosen broken models and textures, or you haven't packed the custom ones you used into the bsp properly. Here are some pictures to show you some of the problem areas:

    [​IMG]

    [​IMG]

    The purple and black texture might be present on your computer, but it isn't on mine! (Or there's an error). Same with the error model.



    Finally, I would quickly suggest that you change your final point a little bit. In general having only shutter doors as a way into an area is a bad idea, it makes it too easy for the defense to control. In addition, your final point is very barren and the defense doesn't have anywhere good to set up - meaning that they're probably going to be camping those doors like crazy.
     
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  6. Sylver

    Sylver L1: Registered

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    Woops, I completely forgot to pack the custom stuff. My bad, I reuploaded the file now.

    For last, I'm gonna try and come up with ways to make it more interesting. Although I'm hesitant to mess with the size since it seems like all the last points in maps are gigantic nowadays and I really like smaller last points like Badlands and Gullywash, I'll probably mess around with the entrances and add some railing/barriers on the upper areas.
     
    Last edited: Mar 28, 2013
  7. Melvin D Engineere

    Melvin D Engineere L4: Comfortable Member

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    After looking at the last two screenshots, I have to ask you this question: is the middle point supposed to be a bus stop??
     
  8. Sylver

    Sylver L1: Registered

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    I'll figure that out when I have to detail the map and I have to actually make sense.

    Anyways, I just realized forward spawns didn't work, thats what I get for not fully testing the map. =L

    So yeah, a1b uploaded.
     
  9. Sylver

    Sylver L1: Registered

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    a2 released

    -Reworked last point
    -Fixed some of the lighting stuffs
    -Cut down on shutter doors in lobby between 2nd and last points
    -Removed unneccessary props (rip random steamroller)
    -Added new flank route under mid
    -Fixed bridge areas at mid

    [​IMG]
    [​IMG]
    [​IMG]
     
  10. hooky

    hooky L2: Junior Member

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  11. Sylver

    Sylver L1: Registered

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    Updated to a3
    -Reworked lobby
    -Widened the side routes at mid
    -Added health under mid
    -Moved choke at mid/2 farther back
    -Added windows at last

    Hopefully I didnt screw up any more logic stuff so I can actually get feedback this time.
     
    Last edited: Apr 21, 2013