CP Desert Frontier

Discussion in 'Map Factory' started by Omega152, May 22, 2015.

  1. Omega152

    Omega152 L1: Registered

    Messages:
    7
    Positive Ratings:
    0
    Last edited: Jul 7, 2015
  2. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,072
    Positive Ratings:
    834
    The screenshots look impressive. The detailing looks nice and some of the play spaces you have highlighted look intriguing. I look forward to play testing this soon.
     
    • Thanks Thanks x 1
  3. Moonrat

    aa Moonrat The end of an era

    Messages:
    896
    Positive Ratings:
    527
    This looks purty coo!
     
    • Thanks Thanks x 1
  4. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    890
    Positive Ratings:
    438
    Agreed but I'm not sure what makes it feel so. Maybe it's just the camera angle.

    You may want to work on the name since there is already a official map called Frontier. The current name could cause your map to get lost.
     
  5. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,381
    Positive Ratings:
    4,210
    I reckon it only looks noisy because of the high camera angle.
     
  6. Omega152

    Omega152 L1: Registered

    Messages:
    7
    Positive Ratings:
    0
    I'm very open to names, I just kinda picked this one for now for posting reasons but I'm not a huge fan of the name myself.

    As for the noise in the first picture I think it is the high angle, I tried to capture as much of the out door area as possible and didn't think of the noise problem it would create.
     
  7. Vel0city

    aa Vel0city func_fish

    Messages:
    1,909
    Positive Ratings:
    1,530
    Quoting:

    Right now your map is cp_Desert_Frontier_01.bsp. I know you probably won't stick with the name, but stay away from capital letters.


    As for map feedback: from running around on it I feel like the areas around second and last need to be opened up a whole lot more. You've closed everything off with closing doors which makes everything really cramped. It should also be more easy to get up a level around 2nd.

    Oh, and at BLU's last there is a gaping hole in the building on the top left (when viewed from the CP).
     
    Last edited: May 23, 2015
  8. Omega152

    Omega152 L1: Registered

    Messages:
    7
    Positive Ratings:
    0
    Wow I can't believe I didn't notice that hole haha, I'll make sure to fix it, unfortunately I'll be away from my computer for about a week, and I can get behind the idea of opening up the 2nd area more. I'll have to find a way to work in the extra access to the 2nd level.
     
  9. Omega152

    Omega152 L1: Registered

    Messages:
    7
    Positive Ratings:
    0
    Beta V2 is released

    -added a stair way in between points 1-2 / 4-5 to allow players another way up to second floor in the bases.
    -took away doors in between points 1-2 / 4-5 to open up the space ( this is tentitive, I think I may like having doors more but interested in seeing feedback. )
    - added player clips around details in the map to avoid players getting caught on them.
    - fixed some mis-placed textures.
    - changed file name to lower cases
     
  10. Omega152

    Omega152 L1: Registered

    Messages:
    7
    Positive Ratings:
    0
    Beta V3 is out and includes:
    -added doors in between points 1-2/ 4-5
    -took away rock structure near sheds
    -improved skybox
    -slight optimization
    -altered the time it takes to capture points ( faster towards points 1/5)
    -captured points effect respawn time like they should
    -added crates near capture point 2/4
    -added cement blocks outside to provide more cover
     
  11. Omega152

    Omega152 L1: Registered

    Messages:
    7
    Positive Ratings:
    0
    Rc_1

    BV4 released and includes:
    -Changed the textures to have more cohesion with each side.
    -added a watch tower like building to each side to give a better sense of scale
    -improved the bridge roof look better and be more visually interesting inside and out
    -even more slight optimization
     
    Last edited: Jul 7, 2015