Dusk

CP Dusk rc

osiem

L2: Junior Member
Jan 25, 2011
89
137



I've finished 3rd stage and i'm updating the map to a6.
Any feedback appreciated. :)

Changelog:
- added third stage
- made area around D bigger
- some minor changes on first and second stage

also, some screenshots of 3rd stage:
cp_osiem_a6%20E%20chover.jpg

cp_osiem_a6%20E%20ch1.jpg

cp_osiem_a6%20E%20ch2.jpg

cp_osiem_a6%20E%20ch3.jpg

cp_osiem_a6%20E%20ch4.jpg

cp_osiem_a6%20E%20ch5.jpg

cp_osiem_a6%20E%20ch6.jpg

cp_osiem_a6%20E%20ch7.jpg
 
Last edited:

osiem

L2: Junior Member
Jan 25, 2011
89
137
Not uploading a playable version of the map, but I've started detailing and wanted to upload some screenshots to show you the environment and style I've chosen. I'd love to know, what do you think about it. :)

Sorry for some ugly shadows, but it was a quick compile just to show the general feeling of map's style.

cp_osiem_a7%20ch1.jpg

cp_osiem_a7%20ch2.jpg

cp_osiem_a7%20ch3.jpg

cp_osiem_a7%20ch4.jpg
 

osiem

L2: Junior Member
Jan 25, 2011
89
137
My thread gets no love, so i'm posting some more wip screenshots. I would really like to know what is good and what to improve.

Sorry for some ugly shadows and lightning in several places.

cp_osiem_a7%20ch8.jpg

cp_osiem_a7%20ch10.jpg

cp_osiem_a7a%20ch1.jpg

cp_osiem_a7a%20ch3.jpg

cp_osiem_a7a%20ch4.jpg

cp_osiem_a7a%20ch6.jpg

cp_osiem_a7a%20ch7.jpg

cp_osiem_a7a%20ch8.jpg

cp_osiem_a7a%20ch9.jpg

cp_osiem_a7a%20ch10.jpg
 
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Languid

L5: Dapper Member
Oct 9, 2009
240
256
So far your detailing is very clean, and believable, which can often be a stumbling block! Good job, the dev'd screens up the page look very interesting to play.

Also, I'm not sure when you started this map, but you should enter it into the contest if it was after that started :D
 

osiem

L2: Junior Member
Jan 25, 2011
89
137
Thanks, guys! :D

Sergis - Okay, I'll try to make it more obvious where it is walkable and where not

Languid - I started this map in the end of january, so I think I can participate. I just wasn't sure if I'll find enough time to finish it, but now it seems I will, so as soon as I'll choose a name, I'll create a new thread in contest area or I'll ask some mod to change thread's name and move it.
 

osiem

L2: Junior Member
Jan 25, 2011
89
137
Thanks. :) The last point has barely been tested and I know it needs some changes. For now I think I'll add a left (from blu spawn) flanking route to E, increase red respawn time, move respawn back and maybe make the whole area a bit smaller.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,388
1,227
I am not sure, but from looks of it the skybox is big box around the map and that is probably reason for some massive fps drops around the map i left feedback on.

Also, please add some no entry sings and lock some other ways from other stages when you move on the new stage, hitting your face on door that turns out to be locked or climbing stairwell up to find out the path is blocked off is really, REALLY annoying sometimes.
 

osiem

L2: Junior Member
Jan 25, 2011
89
137
Wilson - no, the skybox isn't a big box around the map, but I have no hints and areaportals in my map, I also need to cover not visible brushsides with nodraw. I didn't get any comment about low FPS when the map had 2 stages, but now as I've added 3rd, some people seem to have FPS drops, so I'm gonna work on optimisation for the next version.

I didn't think of no entry signs, gonna add them, also I'll remove that staircase in blu spawn for 2nd round. :)
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597
That last point is kind of horrible. There are two, narrow spammable routes up to it, and red can put a sentry outside their spawn and defend.

My sggestion would be to move red's spawn to ground level, and add an extra route up, and widen the current one. If red are fighting uphill too, blu get the advantage that, once theyre on the point, theyre harder to push off, which should be more interesting gameplay than turtling and fruitless wave attacks.
 

osiem

L2: Junior Member
Jan 25, 2011
89
137
I was pretty busy recently, so I didn't have much time for mapping and I'm still not updating a playable version, but I'm posting some new screenshots as detailing of 1st stage is nearly finished.
I have to work on optimization a little bit more, do some changes to 3rd stage and then I'll upload new version.

Screens:
cp_osiem_a7hdr%201.jpg

cp_osiem_a7hdr%202.jpg

cp_osiem_a7hdr%203.jpg

cp_osiem_a7hdr%204.jpg

cp_osiem_a7hdr%205.jpg

cp_osiem_a7hdr%206.jpg

cp_osiem_a7hdr%207.jpg

cp_osiem_a7hdr%208.jpg
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
Personally i think it looks pretty damn sexy with the light shining up through the roof. You have very nice detailing going on so I really wanna play this one
 

osiem

L2: Junior Member
Jan 25, 2011
89
137
Thanks guys! :D
I think I'll keep that light shining through the roof, I like it and it seems that most of you like it too.

LeSwordfish - Most of the doorways are 128 and some are 160 or 192 units high, so I think it's just you. :)

Also, I'm still thinking of map's name, so if you have any ideas, please let me know, I'll be grateful.
 

osiem

L2: Junior Member
Jan 25, 2011
89
137
Some screenshots of blu spawn.
I've tried not to make it just another spytech room, hope you like it.

cp_osiem_a7_stage1_01.jpg

cp_osiem_a7_stage1_02.jpg

cp_osiem_a7_stage1_03.jpg

cp_osiem_a7_stage1_04.jpg

cp_osiem_a7_stage1_05.jpg

cp_osiem_a7_stage1_06.jpg

cp_osiem_a7_stage1_07.jpg

cp_osiem_a7_stage1_08.jpg

cp_osiem_a7_stage1_09.jpg

cp_osiem_a7_stage1_10.jpg


I'm almost done with 1st stage's detailing, just need to clip it and add hints, so I hope to release new version in a few days.
Also, still thinking of map's name. Any ideas appreciated. :)