cruise b4b

By Narkissus

  1. Narkissus

    Narkissus L5: Dapper Member

    Messages:
    228
    Positive Ratings:
    9
    Well here it is, my resurrected map : ctf_cruise

    This is version b4b.

    Changes from b3a:
    Lighting completely redone.
    Ocean water is cheap.
    Skybox updated more.
    More detail work done.

    Changes from b3:
    Packed correctly.

    Changes from b2c :
    More detail.
    Vent alternate routes to lower decks.
     
    Last edited: Jul 25, 2009
  2. DJive

    aa DJive Cake or Death?

    Messages:
    1,466
    Positive Ratings:
    736
    long time no see =)

    i loved this map, cant wait to try again
     
  3. eXeC

    eXeC L1: Registered

    Messages:
    37
    Positive Ratings:
    1
    Nice, this reminds me of "the ship".
     
  4. Dustoxx

    Dustoxx L6: Sharp Member

    Messages:
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    40
    yeah, me too!


    The ship looks really good, nice work. :D
     
  5. Kronixx

    Kronixx L5: Dapper Member

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    I'm on your cruiseship stealin your intel!
     
  6. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    Heyllo
     
  7. drp

    aa drp

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    2,254
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    2,555
    a few days ago i wondered where this map had gone, im glad you're back man. one of the best ctf maps to date :D
     
  8. Narkissus

    Narkissus L5: Dapper Member

    Messages:
    228
    Positive Ratings:
    9
    Thanks for the comments guys, keep em coming! Hopefully with some feedback about the map so i can get down to work ;)
     
  9. mdawgmike

    mdawgmike L1: Registered

    Messages:
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    Positive Ratings:
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    This is a very unique and fun map to play on, and definitely has some potential. A couple things I noticed right off the bat:

    a) There's currently a major choke point going to the intel. From my experience there should always be two paths. Open up the pathway through the bowels of the ship possibly...with a staircase leading up to the intel room at either end.
    b) The life preservers are missing their textures (I assume you already know this though)
     
  10. Narkissus

    Narkissus L5: Dapper Member

    Messages:
    228
    Positive Ratings:
    9
    On point a: Please elaborate on possible alternate routes i could add, because im stumped, originally i had the lower walkways open but they didnt work out so well because they provided too quick of access to the intel for scouts.
    Also damn, i swear i pakratted those life preservers in.
     
  11. luxatile

    aa luxatile deer

    Messages:
    2,289
    Positive Ratings:
    1,349
    Hey, welcome back. :p

    I remember Cruise pretty well, I think it was one of the first maps I played on a gameday.
     
  12. Narkissus

    Narkissus L5: Dapper Member

    Messages:
    228
    Positive Ratings:
    9
    Cruise_b3 out now! Lets get some testing done on it :)
     
  13. Narkissus

    Narkissus L5: Dapper Member

    Messages:
    228
    Positive Ratings:
    9
    Cruise b3a out now! Now comes with 100% more correct packaging!
     
  14. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Good to see that both you and this project are alive and well :)
     
  15. pitto

    pitto L3: Member

    Messages:
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    I liked it, even if it wasn't packed correctly

    One thing, on the drop down pipe thingos make sure they are clipped so u can walk staight into them, atm it is hard to get in them without crouching
     
  16. Gaw

    Gaw L4: Comfortable Member

    Messages:
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    Positive Ratings:
    24
    They're are a few glitches, but they iz da shizzle and you probably already saw them anyways.. :p
     
  17. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

    Messages:
    1,993
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    1,237
    Cubemaps. A million times cubemaps.

    Otherwise this is one gem of a map.
     
  18. Gaw

    Gaw L4: Comfortable Member

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    He fixed that in b3a :closedeyes:
     
  19. Narkissus

    Narkissus L5: Dapper Member

    Messages:
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    Positive Ratings:
    9
    Yeah was just a problem of pakrat messing up or something, its all fixed now.
     
  20. mdawgmike

    mdawgmike L1: Registered

    Messages:
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    Sorry for not getting back to you more quickly, as I've been quite busy with rl stuff this week. The choke point I'm referring to is this (as far as I can tell this one doorway is the only route to the intel):
    [​IMG]

    The added path I was referring to would be to open up the boiler rooms (or whatever they are) and have a way of getting directly into the intel room from there:
    [​IMG]

    Although, now that you mention the scout rush concern that would definitely be a problem...plus the issue of having too big a playing field. After no-clipping around I see the "lower decks" that you are referring too. A good bet I think would be to reopen them, but leave the barricades there just make them destructible (like in cp_warpath if you've ever played that). This would prevent an early rush on the intel, while at the same time opening up an extra path after a Demoman or Soldier expends a short amount of time destroying them.
    [​IMG]

    Of course I could just be talking out of my ass as I've never play tested this on a full server. Which, I will do now just to see how it works as-is. I'll be putting it up this Sunday night on the FearedGamers server (s1.fghost.org) if you would like to see it with 32 players. We do our own testing every Sunday at 8pm central time. No set times for each map though like they do here, so I wouldn't know exactly when it would come up.
     
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