CP Defeat Day b2 fix

Enemy on the horizon. Remember, every setback a step forward. Every day of defeat a victory!

  1. Johnny_RussianBoy

    Johnny_RussianBoy L2: Junior Member

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    cp_defeatday - Enemy on the horizon. Remember, every setback a step forward. Every day of defeat a victory!

    The enemy is on the horizon. We have to stop them, and then liberate Blu-occupied Badlands! Remember! Every setback a step forward. Every failure is an extra opportunity for success. Every day of defeat a victory!

    cp_defeatday - 1 stage 3 point attack/defend map for the Frontline! project. It was inspired by Valve's Day of Defeat and has slight similarities.

    BLU starts in the bunker, and RED starts in the cafe. The first control point is the radio station, which must be captured to cut off the link in RED (if they of course used it).

    Second control point is a street in the center of which a tank is stuck. RED spawns at the arms shop (which is a warehouse of provisions), so it is of strategic importance.

    Last point is the area in front of the residence of the REDs, in the center of which is a fountain.


    This is my first map and it is still in development. I will be glad to hear your opinion and get your feedback. You need to install frontline supply pack!
     
    Last edited: Jan 26, 2019
  2. ⁽ᴵᴰᴳ⁾CaptainRussia94

    ⁽ᴵᴰᴳ⁾CaptainRussia94 L1: Registered

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    Interesting, but looking at the screenshots and reading the description, 2 things come to mind:

    This map seems... flat, no vertically differing terrain, you might want to do something about that.

    Making others go and download packs is just going to have alot of missing content since people will only be getting the map from the server when joining. You should look into packing the contents into your map, Compile Pal makes this process very simple.

    I can tell your new here and you want to show off your first work, it looks better than my first work! But still, these are just my thoughts.
    Keep it up.
     
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  3. Johnny_RussianBoy

    Johnny_RussianBoy L2: Junior Member

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    Update list
    Balance:
    1. rebuilded 2nd point
    2. rebuilded last point
    3. rebuilded first and 2nd blu team spawns
    4. Map actually works for BLU
    Cosmetic:
    1. Made road to first point
    2. changed RED first spawn

    Read the rest of this update entry...
     
  4. Johnny_RussianBoy

    Johnny_RussianBoy L2: Junior Member

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  5. Johnny_RussianBoy

    Johnny_RussianBoy L2: Junior Member

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  6. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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    repacking your map/using less custom assets or something would be very welcome. At 176MB this isn't a fun filesize to download from a server at all
     
  7. Johnny_RussianBoy

    Johnny_RussianBoy L2: Junior Member

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  8. Johnny_RussianBoy

    Johnny_RussianBoy L2: Junior Member

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  9. That's the plan

    That's the plan L3: Member

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    Cool map concept. I think the main problem with this map is that its just way to flat and open, which doesn't make it very fun to play on. I think if you added more height variation around the control points and buildings, as well as make more flank routes, it would really go along way to making the map better.
     
  10. Johnny_RussianBoy

    Johnny_RussianBoy L2: Junior Member

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    Removed a lot of sniper signlites. Added a barried for 15 sec after capping first point. Add some stuff on CP3. Added easter egg. Added some soundscapes

    Read the rest of this update entry...
     
  11. That's the plan

    That's the plan L3: Member

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    There are still two huge site-lines leading out of red spawn:
     

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  12. That's the plan

    That's the plan L3: Member

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    Maybe you could do something like this instead? It's really up to you as to how you go about it, it just needs to be fixed somehow.
     

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  13. That's the plan

    That's the plan L3: Member

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    Also, as another side note, I would try and finish the main design of the map first before moving to the detailing stage and adding soundscapes, proper textures, etc. In alpha its really important to try and lock down the game play as best you can. Although the map has some issues, I think it has the potential to be very good. Keep it up!
     
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  14. Johnny_RussianBoy

    Johnny_RussianBoy L2: Junior Member

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  15. Johnny_RussianBoy

    Johnny_RussianBoy L2: Junior Member

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  16. That's the plan

    That's the plan L3: Member

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    Thanks for the fix, appreciate it. Could you still try and fix the other major site-line though? The one by blue spawn at the first point? I know it can be a bit hard to sacrifice parts of the map you've worked on, but sometimes its just for the better.
     
  17. Johnny_RussianBoy

    Johnny_RussianBoy L2: Junior Member

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  18. Johnny_RussianBoy

    Johnny_RussianBoy L2: Junior Member

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    Map now in Beta.

    Rebuilded 3 red spawn
    Rebuilded 3 CP
    Retextured buildings from orange to white texture
    Added some clips
    Fixed Door on 2 CP
    Deleted banners and fixed sewer stair

    Read the rest of this update entry...
     
  19. Johnny_RussianBoy

    Johnny_RussianBoy L2: Junior Member

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    I think I cant support this map anymore. It was inspired by Valve's DOD, has some similarities with dod_donner (thats why second point is copy of it). It was one of my favorite game, but I have so many problems with that map, such as overscaling, weird geometry and huge sightlines. Also, it is my first map and I think you shouldt wait some good mapping here.

    This update for the last playtest of that map. After that, I will publish some assets of that map and vmf too.

    So, what is updated?
    Added new flank route to the first point
    Changed some spawning timer
    Deleted some displacements and put brushes
    FINALLY builded cubemaps

    I hope you had good time playing that map in early days...

    Read the rest of this update entry...
     
  20. Johnny_RussianBoy

    Johnny_RussianBoy L2: Junior Member

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