CP cp_cardboard a3

some kind of Gorge+Dustbowl+Mountainlab+Mountainside+Overgrown+Borneo. idk

  1. Asd417

    aa Asd417 L1: Registered

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    cp_cardboard - some kind of Gorge+Dustbowl+Mountainlab+Cliffside+Overgrown+Borneo. idk

    Will add version string from the next one.
    Screenshots will be added later
     
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  2. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    What kind of fool do you take me for? This maps made of nothing but brushes and entities! No cardboard to be found!

    Jokes aside, this looks like it could be a really good map, but then again I only have the thumbnail to go off of. Can you please upload more screenshots?
     
  3. Asd417

    aa Asd417 L1: Registered

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    yeap, was having dinner.
    [​IMG]
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    I hope you dont get a sudden revelation that this map is actually shit
     
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  4. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    Nope, still looks pretty good. A little less than what I first thought, yes, but overall still looks better than most of what I crank out, so it's gotta be good.

    Also, I noticed the one overhang (is that what its call idk) doorway directly under the rocket. You should probably move that up a little bit. Someone could jump off that ledge and bonk their head on the nozzle, kind of like when you stickyjump too high and you hit the skybox/a clip brush. Just move the rocket up a bit (would 64/92 work?) and you'll be fine.
     
  5. Asd417

    aa Asd417 L1: Registered

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    I tested it and it turns out unless scout double jump, they wont hit their head on the rocket.
    EDIT: misunderstood it. I'll test again and see if it needs fix. I do kinda need to be careful since that hallway is also connected to point A
     
  6. Asd417

    aa Asd417 L1: Registered

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    It turns out that all class bump their head but I dont think that can change gameplay in any way, If people complain, then I'll move it up
     
  7. Asd417

    aa Asd417 L1: Registered

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  8. Asd417

    aa Asd417 L1: Registered

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    Title Says All

    To be specific:
    Layout and Logic:
    The bridge in front of A is now shorter
    Right flank route that goes to A now takes longer to go.
    Control points are bigger and B takes less time to cap
    Added a temporary prop to block red team from going into the cave flank room before A is capped. The prop will break when A is taken.
    Train does not push players into the tunnel anymore.
    Added paint under the health packs. Because I didnt put them in, players assumed that there are 0 health packs.

    will add forward spawn if Berry complains required

    Aesthetics:
    Added Mountain
    Added the top section of the rocket
    Added some useless buildings

    Optimization:
    Added areaportals
    Added skybox walls to completely separate the area where point A is from the area where point B is.
    result: Extreme frame drop
    to do: optimize better

    Read the rest of this update entry...
     
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    aa Asd417 L1: Registered

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  10. Asd417

    aa Asd417 L1: Registered

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  11. Asd417

    aa Asd417 L1: Registered

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  12. Asd417

    aa Asd417 L1: Registered

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