CP Dixie

Discussion in 'WIP (Work in Progress)' started by MangyCarface, Jul 10, 2008.

  1. MangyCarface

    aa MangyCarface Mapper

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    This map was made to help demonstrate a technique I'm honing, which will be posted as a tutorial in the near future. The idea was to make a working, optimized map in only 24 hours. I'll be posting the alpha soon.

    CP_Dixie is a small 4 CP map named after Dixie Alley, the belt across the US wherein the most tornadoes are found. As such it will eventually focus on this theme.

    Screenshots:
    Blue's middle cp:
    [​IMG]
    Red's last cp:
    [​IMG]
    The middle bridge/central fighting arena:
    [​IMG]

    Details are very rough at the moment. Just tried to get as much TF2 flavor in for the amount of time spent. Comments/suggestions welcome as always ;)
     
  2. Arhurt

    Arhurt L6: Sharp Member

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    wow. And you where talking about having this idea a couple of days ago. I can't belive it how fast you did this!

    I want to see it in-game. But I have to get home first :p
     
  3. drp

    aa drp

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    24hrs? damn thats fast.
     
  4. R3dRuM

    R3dRuM L6: Sharp Member

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    makes me fail. Good job.
     
  5. Arhurt

    Arhurt L6: Sharp Member

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    I bet its his new moderator prowess! :p
     
  6. MangyCarface

    aa MangyCarface Mapper

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  7. luxatile

    aa luxatile deer

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    Is it raining? I didn't know you could do that! How did you make it rain?

    I'm downloading the bsp now, it looks great!

    EDIT: I've had a walk around it by myself, and the map seems very solid. Needs more playerclip, though.

    The rain and thunder really gave the map a special, unforgettable mood. I love it, because it doesn't feel out of place. it's just different, in a good way.

    I was actually planning to have my own map in a rainy setting, I just didn't know how to do it, so I kinda forgot.
     
    Last edited: Jul 11, 2008
  8. MangyCarface

    aa MangyCarface Mapper

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    BreadHead,
    Thanks! The playerclips are definitely wip ;)
    Rain:
    Func_precipitation. I used a dark grey/blue with density 11 as I only wanted a drizzle. The sounds used are a 2fort water soundscape, with a generic ambient water drizzle noise set to play everywhere at volume 4. The thunder is generated with a logic_timer set to oscillate randomly in the range of 20 seconds to 40 seconds, if I recall correctly. There are two thunder ambients with volume 4 and play everywhere; one triggers on timer high and one on timer low.
     
    • Thanks Thanks x 2
  9. Laz

    Laz L7: Fancy Member

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  10. Inqwel

    Inqwel L6: Sharp Member

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    I can't wait to see the storm in action.
     
  11. Psy

    aa Psy The Imp Queen

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    There's a distinct lack of openness to the map and some of the control points seem a little lacking in terms of layout. The first CP for each team only has one entrance which is never a good idea.
     
  12. Snipergen

    Snipergen L13: Stunning Member

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    Ok who deleted my comment on the prev page?
     
  13. MangyCarface

    aa MangyCarface Mapper

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    I'm actually having some trouble balancing how fast the enemy captures the last point. Having only one entrance is definitely not part of the problem. One entrance is only bad when you open from a tight corridor into a spacious area. (Think Goldrush point 1-1 to 1-2.)
     
  14. Snipergen

    Snipergen L13: Stunning Member

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    I disagree mangy, only 1 way to a cp is not good man. On the other hand I haven't played it yet, maybe you did a trick that it balances out for some reason. :)
     
  15. Psy

    aa Psy The Imp Queen

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    Every control point in TF2 has more then one entrance to reduce the predictability of where enemies will appear from and to give people a choice which would most likely open up some strategy such as, "They've got a sniper watching the right entrance ; Let's go through the left entrance."

    One entrance into a battle area is bad design. mmmkay? :laugh:
     
  16. MangyCarface

    aa MangyCarface Mapper

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    Normally I'd agree Psycho, in any full-server map you've got to have a variety of options. This, however, is a 12-18 person map. Defense is really hard as is. Come in on gameday if you'd like to see what I mean.
     
  17. joshman

    joshman L5: Dapper Member

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    could you post a Prefab?
     
  18. MangyCarface

    aa MangyCarface Mapper

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    Prefab of what?
     
  19. MrAlBobo

    MrAlBobo L13: Stunning Member

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    yeah...defense is really hard, but then so is attacking
    it was mostly a stalemate in the middle when i was in the game

    and yet, that proves it is kinda balanced
    Raising the respawn times should fix that up, though...today i think the server was cutting short the respawn times. Like...the timer would start at 16, then at 12 you would respawn...I thought that was a bit strange.
     
  20. doctor killing

    doctor killing L1: Registered

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    i played this today i really liked it
    the only problem i had was that the spawnroom doors didnt fully open brefore i reached them, so i was running into the door, but this was probaly caused by my 200 ping