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  1. LoovyTurgz

    Server Staff LoovyTurgz

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    CP Riverside - A work in progress 5cp map with an alpine/low tech theme.

    Hey all, this is my first map uploaded here. The map so far has basic gameplay spaces ready to go along with clipping and such.

    Any feedback would be greatly appreciated!

    Thank you!

    Here's some pictures:

    [​IMG][​IMG] [​IMG][​IMG][​IMG]
     
    Last edited: May 27, 2017
  2. red3pit

    red3pit L5: Dapper Member

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    On the second picture, there's a bit too much open space. Try to add some cover here and there, because it can create some unbalance.
    Maybe later I'lll get into game and give some feedback.
     
  3. LoovyTurgz

    Server Staff LoovyTurgz

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    I will probably have to add some more cover at some point. It does look rather open doesn't it.
     
  4. LoovyTurgz

    Server Staff LoovyTurgz

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    Changelog:

    Removed a stupidly long sightline on both sides of the second to last point.

    Gave the attacking teams a bit more height on the second to last point too.

    Read the rest of this update entry...
     
  5. LoovyTurgz

    Server Staff LoovyTurgz

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    I'm back again!

    After getting feedback on version a2, a lot has changed. I rebuilt the map from scratch because it'd be too much of a paint to edit the a2 version.

    Here's a changelog:

    Opened up some new routes to allow more flanking from second-to-last to last (this may not be enough, only testing will tell, but the attackers have a bit more height advantage now so it may be easier for them instead of running into a chokepoint.

    Mid has been reduced in size and has a lot more cover now

    All the pickups have had patches put under them so now you can see where they're going to spawn (white to health and team colours for ammo)

    Signs were placed to indicate where you can jump, where you can't and where you should go etc etc

    The disgusting sightlines that were there before have gone (again, testing will show if I have removed most of them or not)

    There have been a bunch of small other tweaks too based on feedback.

    Have some screenshots!



    Read the rest of this update entry...
     
  6. LoovyTurgz

    Server Staff LoovyTurgz

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    After looking at the feedback of a3 I come back with a new update!

    Chaneglog:

    Added clipping to all bits of floor where it transitions from dirt to flooring.

    Removed a few of the battlements and control point signs.

    Second and final have had some height variation and move cover thrown into them.

    Second and final's areas have also increased in size slightly to (hopefully) remove the feeling of sameyness. This also increased the play area.

    A nasty sightline was removed from mid.

    Sentries can no longer shoot through the logs.

    The path leading up the logs has been widened.

    Removed the trucks from second to final and replaced with a shack for cover.

    The main building has been split up. You now have 3 ways to attack from mid to second instead of the maze.

    Doorways in some places were widened.

    Round times changed for 10 minutes to 6. (still requires testing)

    Points should be a bit more visible now.

    Thank you everyone who gave me feedback during the last test, I have gone through and tried to fix everything that was mentioned.

    Now for some pictures!

    Read the rest of this update entry...
     
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  7. LoovyTurgz

    Server Staff LoovyTurgz

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    This update is just a full lighting compile since I didn't do it on the last version. I also rotated the map in hopes to fix some lighting issues.



    Read the rest of this update entry...
     
  8. LoovyTurgz

    Server Staff LoovyTurgz

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  9. LoovyTurgz

    Server Staff LoovyTurgz

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    Hello again, after the imp today I have done a quick update.

    Changelog:

    The last point spawn now has a third exit, it's small and easy to see when you spawn in. It leads outside to the right side of the point.

    Added a sign pointing to the battlements outside of the most forward spawnroom (close to mid)

    Opened up the lower area leading from second to last (The part where all the crates were which made it very narrow and hard to navigate)

    No new images since they weren't really needed for this patch (and I am in a hurry at the time of updating)

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

    Server Staff LoovyTurgz

    Messages:
    57
    Positive Ratings:
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    Hello again, after the imp today I have done a quick update.

    Changelog:

    The last point spawn now has a third exit, it's small and easy to see when you spawn in. It leads outside to the right side of the point.

    Added a sign pointing to the battlements outside of the most forward spawnroom (close to mid)

    Opened up the lower area leading from second to last (The part where all the crates were which made it very narrow and hard to navigate)

    No new images since they weren't really needed for this patch (and I am in a hurry at the time of updating)

    Read the rest of this update entry...
     
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