CP cp_tearinair (working title)

Discussion in 'Map Factory' started by hutty, Dec 13, 2014.

  1. hutty

    aa hutty

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    this is cp_tearinair

    its a 5 control point map where the middle 3 points can be captured in any order

    or its a standin-style map with 2 backup points that cant be capped till all the others are

    whatever boats your float

    this was rushed out a bit for the gameday, so here are the known issues

    • missing tonemap controller (i play with hdr off and didnt notice till too late)
    • D and E signs are red, E should be blue and D should be neutral ...
    • many places are too dark
    • point C has some weirdness with seams and such
    • ammo/health placement is not optimal
    • not optimized in the slightest (fast vis compile)
     
  2. Crash

    aa Crash func_nerd

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    That graphics config. I couldn't imagine playing it like that.

    For screenshots showing off your map, you should crank your settings as high as possible. You don't need high fps for screenshots.

    A video I made on taking high quality screenshots:
     
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    Last edited by a moderator: Aug 29, 2015
  3. Shogun

    Shogun L6: Sharp Member

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    I don't care if this is the greatest map ever, no one is going to download a map with screenshots that look like that.

    EDIT: Also, I don't know if this is included in crash's video, but uses r_drawviewmodel 0 in the console, along with sv_cheats 1 and cl_drawhud 0 to get rid of anything else on your screen.
     
  4. Pocket

    aa Pocket func_croc

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    I want to know what you'd even have to do to make it do that. It looks like they duplicated the layer, ran the second one through a mosaic filter, and turned the opacity way down.
     
  5. Crash

    aa Crash func_nerd

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    The video shows that you can just use spectator and then just remove the HUD, saving you a few steps.
     
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  6. phi

    aa phi Let Pain Be Your Guide

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    Those screenshots are literally the most hideous and ugly screenshots I've ever seen any member on this forum post. Congrats on making literally every aspect of the screenshots disgusting to look at. I'm actually impressed.

    The map itself essentially looks like a deathmap map with points scattered around. There's no real layout, no chokes, every route looks and feels like a flank and there's a million of them. I guarantee it will be a pain to play because there's no real organization to any of it. I expect this is because you wanted the map to be very standin-esque, however you haven't succeeded in that aspect. Take a look at standin. Even though the points are all neutral, there is a very clear choke-flank distribution and therefore the map is very organized, with well-defined arenas and battlements. I don't see any of that on this map - it looks like a big maze, pretty much. When a player tries to hold a point, there's no defined arenas or locations where holding is possible or likely to happen, so I predict the map will act as a deathmatch. Medic will also be nigh impossible to play.

    It's asymmetrical as well, which isn't necessarily a bad thing, but from the looks of the layout the map will definitely be tilted in favor of one team. I'm fairly sure testing will prove that.

    A is much farther away from C than E is. Why is that?

    Also, your C point is incredibly cramped and really shouldn't only have one really narrow winding path leading to it. It really isn't an interesting or fun structure to play on.

    (Additionally you shouldn't compile with HDR for an alpha. It's pretty useless and doesn't look very good at all with the glowing bright dev textures)

    You really should have optimized the map too. My framerates are dipping.
     
    Last edited: Dec 13, 2014
  7. hutty

    aa hutty

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    note to self ... dont put any filters on screenshots because everyone gets distracted by the filters on the screenshots

    as for Deer's comments

    I also have concerns about the map's gameplay, which Is why this was rushed out so I could get it up in time for gameday testing. (hence the bad/non-existent optimization and missing tonemap controller)

    the original plan was to make a standin esc map with 2 backup points because it seems that every match on standin ends when one team has captured 2 of the points.

    (Because then you have 2 choices, try to cap a point back (they win because they are capping it faster, or if you try to attack them they kill you because they have 3 guys stuck on the point ... meanwhile the rest of your pub team is doing who knows what)

    as for paths ... the current design very rough and I wanted to make sure there were always 2 ways going from one point to another (in retrospect that may have added up to too many paths overall)

    point C was originally twice as tall, but that didn't seem to play well (in my solo running-around tests) ... now that I shortened it the spiral tower doesn't make much sense ... i guess ... )

    as for battlements and fighting spaces ... *shrugs* ... the focus was building cool point spaces and connecting them ... I tried to keep sniping places to a minimum because that was the purpose of point C (sniping tower) ...

    im not going to try to defend that as a good way of making maps ... it probably isn't ...

    ...

    A and E are equal distance from C ... (just measured it in hammer) ... so idk what your talking about there ... (although A has a little bit of wall you have to go around)

    TLDR :: the design is rough and needs testing ...
     
    Last edited: Dec 13, 2014
  8. Sergis

    aa Sergis L666: ])oo]v[

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    sel has taught you well
     
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  9. Zed

    aa Zed Certified Most Crunk™

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    Why would you even put a filter on your screenshots in the first place?
     
  10. Shogun

    Shogun L6: Sharp Member

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    You type like how Christopher Walken talks.
     
  11. Anreol

    Anreol L6: Sharp Member

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    There was so many things to give feedback (Bugs, lighting, more bugs), that I dont even played a round.
    Good job.