Doublefrost

CTF Doublefrost A3

  • This map is featured! Our best maps, all together in one place for your viewing pleasure.

YOYOYO

47 crashes and counting
aa
Jul 10, 2017
620
556
by god, this is quite the concept!
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
Feedback Time!

20211119002723_1.jpg
-remove collision
20211119001649_1.jpg
-lightmap lighting could make this vent look better
20211119001852_1.jpg
-black squares
20211119001621_1.jpg
-black pipe
20211119002532_1.jpg
-wrong cubemap
20211119002319_1.jpg
-I think these oil cans don't have collision in the normal version of the map. With collision they are kinda jank
20211119001933_1.jpg
-weird white line on these displacements
20211119001344_1.jpg
-wrong cubemap
20211119002341_1.jpg
-generating lightmaps for the barrels will help with the odd shadows
20211119001520_1.jpg
-water depth here causes the weird thing where you can't fully crouch but instead constantly switch between crouching and standing when holding the crouch button
20211119002636_1.jpg
-disable collision on the outlet
20211119002924_1.jpg
-can see these floating trees when explosive jumping
20211119002253_1.jpg
-could use a nice blend between the ice and the dirt
20211119002705_1.jpg
-this other outlet shouldn't have collision either
20211119001655_1.jpg
-pipe clipping through wall
20211119001707_1.jpg
-this junk could use some clipping
20211119002354_1.jpg
-I wish the bottles in this map where physics objects :/
20211119003017_1.jpg
-I don't remember why I took this screenshot
20211119002608_1.jpg
-Did you compile with respawnroom visualizers? They don't seem to show up
20211119002314_1.jpg
-lighting here makes the green present very bright
20211119002735_1.jpg
-this room could use some clipping
20211119002156_1.jpg
-remove collision
20211119001417_1.jpg
-these stockings don't really touch the wall and don't look like they are hanging on anything. Maybe stick a nail prop through em or something
20211119001918_1.jpg
-fence pole floating here
20211119001453_1.jpg
-how did that box even get in that room?
20211119002651_1.jpg
-the train doesn't have a smokestack and yet produces it o_O
20211119001511_1.jpg
-could be neat if the ice was slippery
20211119002402_1.jpg
-black squares
20211119001754_1.jpg
-you can sorta surf on the collision behind the tree to stay back there. It's odd.
20211119001553_1.jpg
-sometimes snows in this room
20211119003153_1.jpg
black square
20211119002940_1.jpg
-This is not how snow works
20211119001822_1.jpg
-clip yo stairs

20211119002346_1.jpg
-black square
20211119003237_1.jpg
-visible nodraw while explosive jumping
20211119003141_1.jpg
-could use a nice blend or something between the snow and wood. Also having the snowy grass go over the wood doesn't make sense as grass wouldn't grow on the wood.
20211119001639_1.jpg
-black pipe
20211119001806_1.jpg
-the train is cute but it does clip into the tracks
20211119001614_1.jpg
-the wood snow overlay on this tower doesn't line up with each side
20211119003244_1.jpg
-grassy/mossy wood doesn't make sense here
20211119003034_1.jpg
-bottom of the truck is rather dark, a bit too dark
20211119002506_1.jpg
-I greatly dislike the chunky snow blocks on the rooves. It looks bad and is not really how snow works.
20211119002031_1.jpg
-is there clipping for the sidewalk things on the bridge? Doesn't feel like it.
20211119002216_1.jpg
-can't read that sign with how bright the light is
20211119002045_1.jpg
-why is this the grassy snow? It doesn't look right. Also the displacement part in the truck is very angular20211119002512_1.jpg
-the cable here goes into the wall due to the wind
20211119001733_1.jpg
-wrong cubemap
20211119002823_1.jpg
-the face here is oddly dark
20211119002146_1.jpg
-the lighting here makes the green giftbox very bright, also how did it even get in there?
20211119002022_1.jpg
-light bleed under the walls of these shacks
20211119002447_1.jpg
-misaligned texture from the top roof to the front maybe?

And that's all the nitpicking for now. Hope it helps :D
 

Attachments

  • 20211119001953_1.jpg
    20211119001953_1.jpg
    147.8 KB · Views: 135
  • 20211119001914_1.jpg
    20211119001914_1.jpg
    214.7 KB · Views: 133
  • 20211119002136_1.jpg
    20211119002136_1.jpg
    251.3 KB · Views: 139
  • 20211119001408_1.jpg
    20211119001408_1.jpg
    235.2 KB · Views: 133

Crash

func_nerd
aa
Mar 1, 2010
3,348
5,522
Cleaned up a bunch of little tweaks (thanks megapieman) and made some minor adjustments to stuff and things.

Tweaked the fog triggers to hopefully make it harder to cheese.

Dramatically improved visleaf cuts, cutting compile time by almost 2/3rds of how long it took before on a full compile (!)

Improved clipping in a number of places

Theoretically fixed the black brush faces, I dunno yet, I haven't looked.

More feedback is always welcome, feel free to pick them nits.

Read the rest of this update entry...
 

Gravidea

L6: Sharp Member
Apr 17, 2017
262
109
Hey there! Lovely map so far. Always wanted to see Doublecross at a time other than night, and this map scratches that itch nicely.

The only thing I've noticed possibly wrong so far is shown in the image below. Is there supposed to be this black rectangle on this wall here in Blue's base near their spawn? I don't know, just seems kind of our of place. Other than that, I can't seem to notice anything else wrong so far! Lovely work!

upload_2021-11-23_16-29-10.png
 

Crash

func_nerd
aa
Mar 1, 2010
3,348
5,522
Hey there! Lovely map so far. Always wanted to see Doublecross at a time other than night, and this map scratches that itch nicely.

The only thing I've noticed possibly wrong so far is shown in the image below. Is there supposed to be this black rectangle on this wall here in Blue's base near their spawn? I don't know, just seems kind of our of place. Other than that, I can't seem to notice anything else wrong so far! Lovely work!

upload_2021-11-23_16-29-10.png
I've been fighting these a fair amount, I think I got most of them but looks like I missed one! Thanks for the heads up.

For future reference to anyone who might be interested: it seems to be happening more often on brushes that are 45*, and simply deleting and undoing the delete resets the brush and seems to fix it!
 

Crash

func_nerd
aa
Mar 1, 2010
3,348
5,522
More minor visual tweaks and changes
Hopefully fixed all black brush faces?
Ice is now slippery
Some new assets added
Repacked the map because I forgot that was a thing I had to do until now

Read the rest of this update entry...