cp_sidewinder (beta8)

Discussion in 'Maps' started by jakeparlay, Mar 29, 2008.

  1. jakeparlay

    jakeparlay L2: Junior Member

    Messages:
    66
    Positive Ratings:
    2
    cp_sidewinder (beta8)

    I've taken to heart a lot of the feedback from beta 5 and am proud to roll out beta 8! Here's the changelog:
    • Completely reworked middle area
    • Added new, more useful tunnels to mid area and removed old ones
    • When the map begins players spawn closer to the action, reducing time to get to action
    • Additional progressive spawn, available once a team holds 4/5 flags
    • Miscellaneous clipping and performance issues

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    The download:

    http://www.jparlay.com/cp_sidewinder_b8.rar (14+ mb)

    Feedback and criticism always welcome!

    - Jake
     
  2. Spike

    Spike L10: Glamorous Member

    Messages:
    716
    Positive Ratings:
    82
    nice work dude
     
  3. PMAvers

    PMAvers L6: Sharp Member

    Messages:
    389
    Positive Ratings:
    143
    Something I noticed in a quick run-through:

    When you're spawning at the new "center" respawn, the gate rolls out of the way, but you can't actually go through to re-enter the fight.
     
  4. jakeparlay

    jakeparlay L2: Junior Member

    Messages:
    66
    Positive Ratings:
    2
    Many thanks! Fixed!

    if any server ops downloaded the map in the 20+ hours since I originally posted, please re-DL. I had to prune out two entities, and it's fine now.
     
  5. phatal

    phatal L6: Sharp Member

    Messages:
    259
    Positive Ratings:
    21
    That's dangerous for version mismatches. D:

    Screenshot 3 look sooo much like the screen shots we've seen for the new goldrush map. :001_tt1:
     
  6. Shmitz

    aa Shmitz Old Hat

    Messages:
    1,129
    Positive Ratings:
    740
    Center spawn is still causing problems. If you spawn there and then the associated spawn point get capped by the other team, you get stuck and can't get out.
     
  7. trainRiderJ

    trainRiderJ L5: Dapper Member

    Messages:
    203
    Positive Ratings:
    31
    Possible suggestion: Make your current trigger_multiple only cover the outside of the door (so the team who owns it can get in). Make a trigger_multiple on the inside that has no team filter associated with it, so anyone who's inside the room can get out at all times.
     
  8. jakeparlay

    jakeparlay L2: Junior Member

    Messages:
    66
    Positive Ratings:
    2
    agreed, will fix
     
  9. Vander

    Vander L8: Fancy Shmancy Member

    Messages:
    507
    Positive Ratings:
    110
    Update us once its fixed please. Looking forward to taking it for a spin!