CP cp_potrero a3

currently themeless! exciting stuff

  1. nitewalker

    nitewalker L2: Junior Member

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    cp_Potrero_a1 - currently themeless! exciting stuff

    hello folks,

    long, long time lurker, first time poster here, and this is the first map i've ever gotten to a playable state. it has plenty of issues, and it's definitely over-detailed for an a1, but i'd love some critique! thanks in advance fellas, and thanks for all of the tips and tricks that i've been reading about for the last year and a half.
     
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    Last edited: Oct 16, 2015
  2. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    Seems like last is a bit dark from the screenshots, but other than that I'd have to play it to see
     
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  3. worMatty

    aa worMatty Repacking Evangelist

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    Welcome to the site. Your map looks interesting. I look forward to playing it.
     
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  4. puxorb

    aa puxorb

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    Seems like you understand map design well. This isn't flat and boring, or just an open room, it actually looks interesting to play on. Congratulations and welcome to the site!

    I too lurked for a while before I joined.
     
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  5. tyler

    aa tyler snail prince, master of a ruined tower

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    Looks promising, but this appears to be a long, flat sightline. I don't really know how this area will play out so it could actually be fine, but I thought it worth mentioning.
     
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  6. nitewalker

    nitewalker L2: Junior Member

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    Thanks everyone, i've had some experience with map design programs before as well as a lot of experience in autocad which has a lot of similarities, i'm mostly struggling with the internal logic of the system but i'm beginning to understand it.

    this has worried me for a while but i've made it so that the sightline is essentially null unless you are standing dead center along the pathway, and there are angles at either end that you can get flanked from. i'm still not sure if it will end up being ok but i guess i'll find out in testing
     
  7. nightwatch

    aa nightwatch

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    Your geometry is really neat. However, your stairs look like they might be overscaled.
     
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  8. Bunbun

    aa Bunbun Gay sex slave

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    Use sv_cheats 1 and cl_drawhud 0 to take perfect screenshots.
     
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  9. Hergan5

    Hergan5 L1: Registered

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    And don't use any FPS configs, switch to DX9, and max everything up.
     
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  10. nitewalker

    nitewalker L2: Junior Member

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    tiny update based on info from the thread + some stuff i had forgotten to clip, not really deserving of new screenshots just yet

    +brightened up several indoor areas
    +stairs are scaled properly/all clipped
    +tweaked some geometry in various places

    i think the next big update i'll do is going to be completely gutting the wide room connecting mid to the yard before last, it seems to be way too open and easy to push through right now compared to the other mid -> 2nd options as well as making the rollout from last to mid too fast

    Read the rest of this update entry...
     
  11. nitewalker

    nitewalker L2: Junior Member

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  12. ErickShock

    ErickShock L1: Registered

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    Woah. Great brush work. Aside from what tyler said, there's almost no first glance problems on your map. Let's wait for what gameday has to say. Looks promising so far!
     
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  13. wiseguy149

    wiseguy149 Emperor of Entities and Amateur of Aesthetics

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  14. nitewalker

    nitewalker L2: Junior Member

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    wow, thanks a ton!
     
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  15. Lain

    aa Lain Resident wrong opinion holder

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    This entrance is weird. It goes right past spawn, is very far away from the other chokes and is pretty definitively the best spot to push from with uber. I would suggest removing it entirely and focus on making the other entrances more defined.
    [​IMG]


    This map has a lot of issues with things being too open, there isn't a good place to hold that wont severely leak. I'd suggest removing one of the doors to the right and making it a little smaller, and then removing the next thing i'm going to talk about
    [​IMG]

    This room. I really dislike this room. It currently lets you go completely past last and/or behind the enemy team holding second, allowing you to use that disguising sightline on second to take shots at the enemy who really cant do anything about you without giving up second.
    [​IMG]

    sightline in question
    [​IMG]

    You might want to use the hazard overlays to be able to tell where the capzone is on this. It's very small as is. Look at maps like Badlands, Process and Snakewater. They have defined and fairly forgiving capture zones.
    [​IMG]

    Nodraw here, but you probably know all about that
    [​IMG]

    It wouldn't hurt to clip these.
    [​IMG]
    an example of how to clip them from cp_derecho_b4
    [​IMG]
     
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  16. nitewalker

    nitewalker L2: Junior Member

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    updating potrero to a3

    major changes include:
    -reworking the majority of the last point + spawn, as well as an increased last cap time
    -reworking connector room to allow 2nd to be better held/fewer sneaky last caps
    -stronger color identity to orient players
    -some bugfixing

    initial todo for a4:
    -optimization
    -improve layout clarity

    Read the rest of this update entry...
     
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