cp_erosion

Discussion in 'WIP (Work in Progress)' started by ikem, Feb 11, 2009.

  1. ikem

    ikem L6: Sharp Member

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    well i just went with erosion for the first alpha name..,

    but yea here u go
    Alpha 1
    • Initial Release

    Alpha 2
    • Clips
    • Lighting
    • Layout
    • Removed Props
    • Changed Red's Spawn Building Style

    Alpha 3
    • Clips
    • Lighting
    • Optimazation
    • Spec Camera
    • Arrows now change to what cap u need to go to :D

    Beta 1
    • Clips
    • Lighting
    • Optimazation
    • Skybox
    • Added 2 buildings

    Beta 2
    • Clips
    • Signs
    • Forward Spawns
    • Door Fix
    • Added Cover
    • Distinctive Sides (Red - Wood / Blu - Steel)
    • You cannot shoot though the top area w/ planks (alot better for jumping)

    Beta 3
    • Textures
    • Removed a Alt Route (makes map more linear)
    • Forward Spawn Door Fix
    • Added Second Route to Top Level
    • Added Route to Ledge on 2/4 caps
    • Lowered the first part of the top level to 1 rocket jump hieght

    Beta 4c
    • Textures
    • Reworked the Mid Cap
    • Added Cover
    • took away alt route to top cuz of clutter and the change to mid.
    • Shortened the tops ledges over mid, only scout, soldier, and, demo can get across.
    • raised the skybox around mid
    • worked ALOT on hints ate the map isnt rendered all the time

    Havent updated in a while but i will get rc1 out tonight!

    Download - http://forums.tf2maps.net/downloads.php?do=file&id=1002&act=down
     
    Last edited: Mar 15, 2009
  2. YM

    aa YM LVL100 YM

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    Advice when taking map overheads:
    Run to the middle of the map and turn on noclip (don't move though)
    Use cl_leveloverview # (try increasing numbers to get different heights) then use the ' and / keys to move up and down whilst noclipped, changing the height of the map in view.
    This way you cut up tricky perspective at the far sides of the map.

    :thumbup1:
     
    • Thanks Thanks x 4
  3. toutfou

    toutfou L3: Member

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    Nice looking map, I love your themes.

    Nice tips too Youme, good to know ;)
     
  4. ikem

    ikem L6: Sharp Member

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    Picture of Ground Layout:
    [​IMG]
     
  5. Dox

    Dox L8: Fancy Shmancy Member

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    Looks amazing for such an early alpha release. That being said, you need to introduce more/brighter lighting in places.

    edit: you might want to instead edit the angle of your sun so that shadows are not so pronounced.
     
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  6. ikem

    ikem L6: Sharp Member

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    can i edit that even having the sun there and that skybox?
     
  7. ikem

    ikem L6: Sharp Member

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    well we had a playtest (6v6) on a server and i was suprized on how really balanced it was. teams were even and it went back and forth for a while. a team only lost because of back caps. (in this map there are 3 ways to get to the last point so u will have to talk :D)

    but yea alot of feedback and comments
     
  8. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    I'm very impressed! Considering that the above post says that it seems balance this could potentially be a competitive map, especially with the way that you've included SOOO much height variation. It's very nice!

    I LOVE the theme! I really go for anything different like this and I can't wait to play it!
     
  9. ikem

    ikem L6: Sharp Member

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    For a name i might be going with "cp_devils_pass" still up in the air

    going to compile the alpha2 tomorrow. just some minor changes

    - another tunnel from 2->1
    - more "eye candy"
    - top level is more assesable
    - changed red's spawn style :D
    - added clips
    - tweaked cap times

    didnt add a extra spawn... i have thoughts on why... i will state later :D i r tired
     
  10. no means nomad

    no means nomad L1: Registered

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    are you hitting on me?
     
  11. Cinnamon Whirl

    Cinnamon Whirl L1: Registered

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    I like your displacements: They remind me of roadrunner cartoons :)
     
  12. Ezekel

    Ezekel L11: Posh Member

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    nice use of the verticality (i know i know, it's not a real word :) )

    definetly could use a lil bit of work with the brightness though, it's just a lil dim
     
  13. laghlagh

    laghlagh L6: Sharp Member

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    If you're going with a new name, don't make it cp_devils_pass. That's a bad name in my opinion :)

    cp_pass?
    cp_stake?
     
  14. TheAnonymousMrP

    TheAnonymousMrP L1: Registered

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    I think 'Erosion' is fairly decent as it is. The map's theme doesn't scream "OBJECTION!" to it, and it's certainly as memorable as any other map name. Whereas 'Devil's Pass', even aside from the filename shenanigans, makes me think "ugh". It doesn't really make me think of the map, nor does it particularly describe the map in any distinguishing manner.

    Looks good, though, especially for an alpha (I'd suggest working on the skybox a bit for the next version, though). Not played it, so I won't comment on balance or gameplay and such.
     
  15. ikem

    ikem L6: Sharp Member

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    umm what?
     
  16. Dustoxx

    Dustoxx L6: Sharp Member

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    Erosion does me think of erotica or something like that.

    Anyways :p, great work. Definitly the height and displacement!
     
  17. pekken

    pekken L1: Registered

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    erection
     
  18. Zeewier

    Zeewier L9: Fashionable Member

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    :/ that's your first (and only) post pekken?

    anyway, imo erosion is pretty good, maybe check wikipedia for areas with a lot of erosion, like the grand canyon
     
    Last edited: Feb 12, 2009
  19. YM

    aa YM LVL100 YM

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    /still votes Aeolian
     
  20. pekken

    pekken L1: Registered

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    it was my first, but no longer my only post!

    I love this map tbh, cant wait til its finished.

    I just read erection every time i see the name erosion :/