Drag

Drag rc1

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
A gravelpit style map with a swamp theme.

Now in beta flavour. And 50% less filesize!

The purpose of this map is for me to learn. Layouts, design, modelling, texturing, the source engine, how to handle feedback, how to implement feedback, how to plan, etc. While learning though, I also wish to creating something that people will like to play and like to look at. Fun times and good looks are what I strive for, and any and all feedback is always welcome!

Special thanks to:
Ravidge
Acegimo
YM
Irish Taxi Driver
The Swamp pack team
2fort2furious for massive testing!
 
Last edited:
Mar 23, 2010
1,874
1,699
FYI you are not supposed to have the same texture going vertical that is also going horizontal (or at least VERY rarely).

It looks like it would play pretty well.
 
Nov 14, 2009
1,257
378
I downloaded it and took a look around. It looks very well thought out, gameplay wise. There were a few minor points which I should mention:
-On point B, having it with so much water nearby totally negates the pyro as a class
-It is a bit confusing finding your way from A to B and from B to C.
-The whole map looks a bit samey, but im sure this will change
-The skybox doesnt compiment your textures, try using one from the swamp theme pack, im sure they will make your map look even better.

Good luck, and I cant wait to see it in a gameday!
 

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
Thanks a lot for the feedback! I will try and explain the first point:

The water underneath point B makes the pyro less useful, but when a player decides to jump down into the water to extinguish themselves they lose a lot of time trying to get back on land again (few exit points, exit points only on the far sides, lots of pillars to navigate). That is the idea, and I hope this will show in the gameday.
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
cp_drag_a30001.jpg

I don't know if you really need this door here. It is easy to spam stickies behind it, because the door give so much cover. And basically C is easy to defend because it is easy spam every entrance to C. Or maybe it was just teams, not sure... :D

cp_drag_a30002.jpg

Dead ends = I don't like

cp_drag_a30003.jpg

Entrances on B are on same wall, so it is easy to defend just with demomen and engineers.

cp_drag_a30004.jpg

SPAM. Red have huge advantage here. They can spam stuff from above to that tunnel. Maybe we failed because we tried only attack from here... Dunno.

This map can be very good map. You just need to edit layout a bit and make it feel more open. Now it feels a little maze like. Good job so far!
 
Last edited:

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
BLU can open RED's spawn doors, and the doors around C made it difficult to push into. A lot of the paths into C were just asking for spam.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
I really didn't like B. C was a bit spammy when we played, but that's because Blue were pushing from the one direction, and red had a huge height advantage. A seemed fine to me, from what I can remember.

drag01.jpg


I got kritz'd as a soldier when 3 or 4 of the enemy were bunched up there. Got them all in 2 rockets and filled my buff banner, might wanna extend the cover a bit more or move the back walla away a bit. Splash damage owns it.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
This sign should be clipped or nonsolid
cp_drag_a6a0000.jpg


Increase the scale of your water to 1
cp_drag_a6a0001.jpg
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,820
I don't have much to say, or rather I didn't see enough to make any conclusions. But I definitely had fun. I think you have nailed the scale, which I have to admit I was a bit worried about when you started (a1).
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
[1]
There were some problematic sightlines. (Like A-B tunnel, you can see A point really well from there)

A and B were a bit too hard to defend I think.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,258
imo the 122 mb filesize might empty a lot of servers bc not everyone will want to wait until it loads.
did you pack all the swamp theme? if you pack only what you use and also look for suitable stock alternatives to as many new stuff as possible, that should cut down the filesize
also, the distances sometimes feel too distancy :p