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CP Edifice RC1

3cp Gpit-style a/d map in the Construction theme.

  1. Sergis

    aa Sergis L666: ])oo]v[

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    last i checked it was regarded as overdetailed around here
     
  2. JeanPaul

    JeanPaul L5: Dapper Member

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    Nope I think its great and youd be surprised to find the map is actually played a fair amount. Actually I am about to go play in a 24/7 mountainlab server for 4 hours straight :D
     
  3. Limeaide

    Limeaide L2: Junior Member

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    I'd lose the laser on C if I was you. It'd make the map feel a little more distinct from gravelpit.
     
  4. phi

    aa phi The Fallen Crimson

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    Way ahead of you. :p Already got a redesign set for C and have pretty much bulldozed a good portion of some of the side buildings. Probably going to keep the stupid amount of missiles because I can, though
     
  5. JeanPaul

    JeanPaul L5: Dapper Member

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  6. Pocket

    aa Pocket Ya like Jazz?

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    Mountain Lab's C building has too conspicuous of a fa├žade to reasonably qualify as a secret anything. And it stands out from its environment too much to be masquerading as something else (like the bases in most official maps) either.
     
  7. phi

    aa phi The Fallen Crimson

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  8. nightwatch

    aa nightwatch

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    C looks a lot less busy, I like it.
     
  9. Pocket

    aa Pocket Ya like Jazz?

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    [​IMG]

    Nodraw brush accidentally overlapping stuff I guess.
     
  10. phi

    aa phi The Fallen Crimson

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    Hot off the press, and quickly made at that...
    Edifice B3 (Test 1, there are two test versions, second coming later...)

    DOWNLOAD- http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_b3_test1.bsp.bz2

    Changelog (so far, this isn't final B3!!)
    - Prop detailing in many places
    - Streamlined detailing in general
    - Flattened roof at B
    - Added clip ramp to window at B
    - Eliminated many holes that rockets or sightlines could head through
    - Trimmed down on sightlines on B
    - Removed ramp to upper connector lobby
    - Removed ammo around upper connector lobby
    - Moved ammo on C point to behind the point
    - Made two small ammo packs on A and B medium to encourage sentry setups
    - Clipped a lot
    - Blockbulleted a lot of lips to prevent wonky rocket and blast registration
    - Tiny technical changes
    - Fog editing
    - Texture editing
    - Custom prop replacement and optimization
    - A few little extras to spice up the map a bit

    Screenshots of the somewhat-completed detailing:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
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  11. Idolon

    aa Idolon the worst admin

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    C looks a lot better, as do the rocks in the skybox. Good job!
     
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  12. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    [​IMG]
     
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  13. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    He used a tablet to draw that so you know it's good feedback.
     
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  14. cool_myll

    cool_myll L1: Registered

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    b3_test1 not in the changelog
     
  15. phi

    aa phi The Fallen Crimson

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    B3 RELEASED --
    https://dl.dropboxusercontent.com/u/84556731/cp_edifice/cp_edifice_b3.bsp.bz2

    Changelog:
    - Added extra flank route from B>C connector to C
    - DUSTMOTES!!
    - Added cover to C in general
    - Added a little cover to B
    - Made most power 3 displacements into power 2
    - General technical issues
    - Reworked some detailed props and func_details to use brushes
    - General Optimization
    - Clipped off holes on C spire

    Screenshots:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
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    Last edited: Apr 18, 2013
  16. phi

    aa phi The Fallen Crimson

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  17. Bloodhound

    Bloodhound L6: Sharp Member

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    Seems like everything is packed right. I haven't seen any errors or magenta textures.

    However, this is a bit annoying. Please fix it in the next version.

    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/wood_patch1_small.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/wood_patch4.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window1a.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window1a.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window1a.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window1a.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window1a.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window1a.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window1a.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/train_tunnel_01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/wood_patch4.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window1a.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window1a.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_spytech/rocket002_skybox.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_spytech/rocket_tower_skybox.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/sawmill_window1a.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/train_tunnel_01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/train_tunnel_01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/skycards_forest512bump.mdl)
     
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  18. nightwatch

    aa nightwatch

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    PLEASE PRETTY PLEASE

    [​IMG]

    Turn this and all other capzone markers into func_doesnotclipwithplayer, or whatever it is actually called.

    It's a small thing but every time I jump while going onto the stairs I hit it.

    The other solution is to use an overlay instead but I'm guessing you wanted to keep it a brush so that the people with disabled overlays can see it (i.e: 75 % of the competitive community).


    Also we've got some z-fighting here, about 32 units worth of overlap.

    [​IMG]
     
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    Last edited: Apr 30, 2013
  19. Sel

    Sel Banned

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  20. phi

    aa phi The Fallen Crimson

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    post because i forgot to do this yesterday

    cp_edifice_test2

    After the recent UGC season(s) that have played this map, I have gathered, disregarded, and contemplated many paragraphs of feedback.
    I have no idea if it amounted to anything, though, so I decided to hold back an official rc1 release and instead release a "test" version.

    https://dl.dropboxusercontent.com/u/84556731/cp_edifice/cp_edifice_test2.bsp.bz2

    - A was given a place to defend, where you can't get jumped on and has a decent amount of cover - through tests, this has proven to make the point more defensible and a more viable choice to defend first instead of B.
    - B's right side (relative to BLU) was given a raise, which in turn made that area more useful, and which inadvertently made the point a little easier to attack (it seems).
    - C got lowered by around 100 units, more or less.
    - One of the flanks to C (left side relative to BLU) was removed
    - Pretty much every little glitch from the old versions was fixed.
     
    Last edited: Aug 4, 2013
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