Crusoe

PL Crusoe a17b

sitebender

L3: Member
Aug 15, 2012
102
33
In the blue safe room.... I like the control room. Corners and left exit seem to be dark. Corners need clutter. I want to look out into the ocean and see beauty :) And a lighthouse or island or shipping freighter in the distance. There's a Wade's Canoes sign that people get stuck under.

The left door of blue spawn room you can EASILY spawn kill with rockets or demos straight into where the players spawn. This is a huge problem People will die just as they spawn instead of at least running out the door to die. It is also really easy to blindly demo spam either side, but I guess that's okay since its blind demo spam.

Yep you're right point B to C is really dark :) Time for a skylight somewhere or just indoor lights?

I see why point C is easy to get through. There are a lot of paths to the top. Yet somehow we failed to catch point C. Anyway I noticed somehow some way the cart at point C flipped itself upside down. Perhaps red need some snipe points near C point with holes in the white wall that would be to the right of blue side when they're coming. It is possible to defend it. I think the catch to defending it is preventing them from getting around the bend.

I find a lot of the bots jump over the railing to their doom for whatever reason.

The path to point A feels like there's a lot of good action. The top exit path is good to prevent spawn killing, but red team can get up to that exit path. The 2 ramps for the cart... you have another steep ramp that runs parallel with the second mine cart ramp. I kind of feel you should just have 1 long ramp for the cart instead of 2 steep ramps.

There always seems to be a good counter path to everything which prevents a group from totally blocking an area. In other words spies will have an easy time backstabbing people. A quick time too. Backburners and spies could do a lot of damage. Scouts could do a lot of annoying :)

The cart does wild flips on the ramp at point D.

In all I do have to say this has the making of a good / great map.
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
In the feedback, I mentioned that things were still too dark, despite the fact that you made A>B really bright. I just wanted to clarify that, in a few outdoor sections (mostly B>C), seeing an opponent in the shadows was a bit harder than it should be, especially during a quick battle. I would just turn up the ambient lighting a little bit, and be done with it.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597
Coming soon: A8 NOW RELEASED https://dl.dropbox.com/u/13673854/Crusoe/pl_crusoe_a8.bsp.bz2
- Various bits of tidying up, particularly clipping.
- New staircase between A and B to make capping B easier.
- Reduced blu spawntime for capping C, increased Red spawntime. For the final point, Blue's wave is 1 and reds is 8
- Sealed off a shortcut at D, cutting Red's ability to push out from D.
- Added a window between C and D, allowing Blu easier access to the low sideroute.
- Restored route at A.

One thing i noticed at both B and D was that to access the best side-routes for these points, you had to do so pretty far back- in both cases, basically back at the last point. On reflection, the fuck was i thinking? This sucks, for two reasons. Firstly any attacker wanting to flank has to do so far too early- frankly, before they'd even think to do so. Which sucks, cos who wants to be planning their actions 20 seconds before hitting combat? Also, it was far too easy for the defenders to flank.

So B now has a shiny new staircase that allows attackers access to the gantry from the street area. It also adds an awkward climb-scramble to get from B to A this way, slowing flanking defenders that little bit. The side-route to D also forced you to take it at C (kinda before C, even), so i added a window into it. You can get in, but not out.
 
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Trotim

aa
Jul 14, 2009
1,195
1,045
Ignoring any other feedback I may also have, for now I just wanna say that I still, after like ~5 times of playing the map, have no idea what's going on at last. Everything looks the same and isn't lit well
 
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LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597
screengrab_20130117122835.jpg

screengrab_20130117121312.jpg


This should make things at B a bit nicer.

I can't really put off a lighting pass any more, can i? Expect A8a in maybe a week or so, with some detail at last, lights, and these changes to B.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
The best (and only?) way to win the 2nd point if the attacking team isn't way better than the defenders is to walk past the entire left 2/3 of the area past 1st and spawncamp
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597
https://dl.dropbox.com/u/13673854/Crusoe/pl_crusoe_a8a.bsp.bz2

have fun

pl_crusoe_a8a
- Changed the routes approaching B.
- Lit the finale a bit more.
- Chunk of detail at final.
- bugfixes, including flying cart and missing props.

Note that most of this update is kinda hasty- the detail is unfinished, and cubemaps and pakking were both done in the spirit of "fuck it, release and go to bed."
 
Oct 6, 2008
1,965
450
Oct 6, 2008
1,965
450
hey - i'm liking the look of this but what's with the wierd shadows on the track?

ha I had a funny idea for a ending - blue gets cart to the edge but the cart just won't seem to go over then another cart zips out from that other track hiting the payload and pushing it in. You'd jave to time the animations but it might be funny.

In either case it's looking good