- Sep 28, 2008
- 56
- 9
cp_gydan
Current Version: Final Version
Map Type: Control Point / Attack and Defend / One Stage
Recommended Players: 12-24
Compile Time: 16 Minutes 31 Seconds
BSP – 35 Seconds
VIS – 1 Minute 33 Seconds
RAD (LDR) – 7 Minutes 2 Seconds
RAD (HDR) – 7 Minutes 13 Seconds
Final change log:
- Added nodraw brushes in front of the blue gates to prevent shots being fired through before the round starts.
- General cosmetic additions such as lighting, models, etc.
- Added playerclips to prevent certain get under the map exploits.
- Changed the gate from D to A so that it kills anyone who tries to stand in the way and keep it open.
- Widened some doors to make it easier to move through.
- Added areaportals and occluders in an attempt to fix fps lowering areas.
http://image.fpsbanana.com/ss/maps/170303.jpg
http://image.fpsbanana.com/ss/maps/170305.jpg
http://image.fpsbanana.com/ss/maps/170306.jpg
http://image.fpsbanana.com/ss/maps/170307.jpg
Here is the fpsbanana download of the final: http://www.fpsbanana.com/maps/74460
======================
Changelog for Beta 1:
- Altered spawn times: starts at 7 blue - 11 red. When A is capped 7 blue – 10 red, C is capped 6 blue – 9 red.
- Added gates to the blue tunnels to prevent rocket spam and spawn camping the tunnel.
- No longer able to build stuff on the edge of the cliff face in order to stop griefer engies from building teleporters and having people jump off.
- General cosmetic additions such as lighting, models, wires, and brushes.
- Stopped sentries from being able to shoot through the two trees that are in the play area.
- Added a second exit for the blue forward spawn.
- Added a sniper spot facing toward C (in the building that leads to the B bridge).
- Added nobuild in certain areas, to prevent unfair advantages for red (mainly the blue tunnel).
- Cut out a window so there is another exit into C.
http://image.fpsbanana.com/ss/maps/161242.jpg
http://image.fpsbanana.com/ss/maps/161244.jpg
http://image.fpsbanana.com/ss/maps/161245.jpg
http://image.fpsbanana.com/ss/maps/161247.jpg
The stats for b1: http://psychostats.canardplus.com/map.php?id=109 (Thanks again Flubber)
======================
Change log for Alpha 2:
- Added nobuild in the tunnel that red drops out of to A, as well as on all stairs and cap points.
- Added some models to block a sniper view of the A cap all the way in the back of B.
- Added some props to the right of the A – B tunnel (as you enter B) to block a sentry spot overpowering that exit.
- Now compiled with HDR and soundscapes.
- Added in more directional arrows.
- The D capture point and surrounding area have changed semi-drastically.
- Changed the one chokepoint to C from B to stop red pyros from controlling the area, as well as blue camping the red spawn.
- A few models and other visual effects have been applied to increase the look.
- Just added a hotfix to make the respawn waves 8 seconds blue and 11 seconds red.
http://image.fpsbanana.com/ss/maps/156895.jpg
http://image.fpsbanana.com/ss/maps/156896.jpg
http://image.fpsbanana.com/ss/maps/156897.jpg
http://image.fpsbanana.com/ss/maps/156899.jpg
The stats for a2_a: http://psychostats.canardplus.com/map.php?id=77 (Thanks Flubber)
======================
This control point map spawned from the simple idea that I wanted to use the new alpine setting with an elevation element involved. My basic thought was simple: an attack and defend map that has blue gradually moving upward as they went forward. I simply love attack and defend maps; it really gives each team a defined role, unlike 5 point maps and the like. Instead of doing a 3 stage like Dustbowl, I decided on one stage with four points. Another thing that I tried to accomplish was tight spaces with quick chaotic action. The important thing is, every class has a role in this map, and there are open enough areas that it’s not a pyro feeding ground.
Each of the points are named A through D. Similar to Dustbowl, red drops out of a tunnel to get to A faster at the beginning of the map. When A is captured the door closes blocking the tunnel. The design of the map is similar to that of a horse shoe. It is a U in simplest terms. I have been testing this map with my clan on our server and from what I can tell, the map is pretty fun, so I’m not worried about major layout problems. What I’m looking for in feedback is mainly small changes or additions you would like seen, and if there is a major fault in my layout then please tell me. The visuals at this stage in development aren’t finished and therefore do not need feedback, unless something just looks horrendous.
If you’re looking at me and asking who I am, I’m Andrew Schulte. I’ve been working on level design for the past 2 and half years, and I have yet to release anything, but this is a momentous occasion. I have never really gotten this far, as to show people. Every time I get anywhere I trash the map because it’s not good enough. So yeah if you have any other personal questions, go ahead and ask, but for now let’s focus on the map.
Current Version: Final Version
Map Type: Control Point / Attack and Defend / One Stage
Recommended Players: 12-24
Compile Time: 16 Minutes 31 Seconds
BSP – 35 Seconds
VIS – 1 Minute 33 Seconds
RAD (LDR) – 7 Minutes 2 Seconds
RAD (HDR) – 7 Minutes 13 Seconds
Final change log:
- Added nodraw brushes in front of the blue gates to prevent shots being fired through before the round starts.
- General cosmetic additions such as lighting, models, etc.
- Added playerclips to prevent certain get under the map exploits.
- Changed the gate from D to A so that it kills anyone who tries to stand in the way and keep it open.
- Widened some doors to make it easier to move through.
- Added areaportals and occluders in an attempt to fix fps lowering areas.
http://image.fpsbanana.com/ss/maps/170303.jpg
http://image.fpsbanana.com/ss/maps/170305.jpg
http://image.fpsbanana.com/ss/maps/170306.jpg
http://image.fpsbanana.com/ss/maps/170307.jpg
Here is the fpsbanana download of the final: http://www.fpsbanana.com/maps/74460
======================
Changelog for Beta 1:
- Altered spawn times: starts at 7 blue - 11 red. When A is capped 7 blue – 10 red, C is capped 6 blue – 9 red.
- Added gates to the blue tunnels to prevent rocket spam and spawn camping the tunnel.
- No longer able to build stuff on the edge of the cliff face in order to stop griefer engies from building teleporters and having people jump off.
- General cosmetic additions such as lighting, models, wires, and brushes.
- Stopped sentries from being able to shoot through the two trees that are in the play area.
- Added a second exit for the blue forward spawn.
- Added a sniper spot facing toward C (in the building that leads to the B bridge).
- Added nobuild in certain areas, to prevent unfair advantages for red (mainly the blue tunnel).
- Cut out a window so there is another exit into C.
http://image.fpsbanana.com/ss/maps/161242.jpg
http://image.fpsbanana.com/ss/maps/161244.jpg
http://image.fpsbanana.com/ss/maps/161245.jpg
http://image.fpsbanana.com/ss/maps/161247.jpg
The stats for b1: http://psychostats.canardplus.com/map.php?id=109 (Thanks again Flubber)
======================
Change log for Alpha 2:
- Added nobuild in the tunnel that red drops out of to A, as well as on all stairs and cap points.
- Added some models to block a sniper view of the A cap all the way in the back of B.
- Added some props to the right of the A – B tunnel (as you enter B) to block a sentry spot overpowering that exit.
- Now compiled with HDR and soundscapes.
- Added in more directional arrows.
- The D capture point and surrounding area have changed semi-drastically.
- Changed the one chokepoint to C from B to stop red pyros from controlling the area, as well as blue camping the red spawn.
- A few models and other visual effects have been applied to increase the look.
- Just added a hotfix to make the respawn waves 8 seconds blue and 11 seconds red.
http://image.fpsbanana.com/ss/maps/156895.jpg
http://image.fpsbanana.com/ss/maps/156896.jpg
http://image.fpsbanana.com/ss/maps/156897.jpg
http://image.fpsbanana.com/ss/maps/156899.jpg
The stats for a2_a: http://psychostats.canardplus.com/map.php?id=77 (Thanks Flubber)
======================
This control point map spawned from the simple idea that I wanted to use the new alpine setting with an elevation element involved. My basic thought was simple: an attack and defend map that has blue gradually moving upward as they went forward. I simply love attack and defend maps; it really gives each team a defined role, unlike 5 point maps and the like. Instead of doing a 3 stage like Dustbowl, I decided on one stage with four points. Another thing that I tried to accomplish was tight spaces with quick chaotic action. The important thing is, every class has a role in this map, and there are open enough areas that it’s not a pyro feeding ground.
Each of the points are named A through D. Similar to Dustbowl, red drops out of a tunnel to get to A faster at the beginning of the map. When A is captured the door closes blocking the tunnel. The design of the map is similar to that of a horse shoe. It is a U in simplest terms. I have been testing this map with my clan on our server and from what I can tell, the map is pretty fun, so I’m not worried about major layout problems. What I’m looking for in feedback is mainly small changes or additions you would like seen, and if there is a major fault in my layout then please tell me. The visuals at this stage in development aren’t finished and therefore do not need feedback, unless something just looks horrendous.
If you’re looking at me and asking who I am, I’m Andrew Schulte. I’ve been working on level design for the past 2 and half years, and I have yet to release anything, but this is a momentous occasion. I have never really gotten this far, as to show people. Every time I get anywhere I trash the map because it’s not good enough. So yeah if you have any other personal questions, go ahead and ask, but for now let’s focus on the map.
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