CP Energy a20

Made by Jeremy

  1. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    Dustbowl-style A/D map inspired by Gorge. Two rounds so far.
     
    Last edited: Mar 17, 2012
  2. Rizz

    Rizz L5: Dapper Member

    Messages:
    210
    Positive Ratings:
    21
    The rooms seem very tall. Too tall.
     
  3. Sebi

    Sebi L2: Junior Member

    Messages:
    65
    Positive Ratings:
    13
    Does the container do block any campability at all? To me it seems just like it tightenes the space at which both exits are in sight. Or am I seeing something entirely wrong?
     
  4. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    It's supposed to stop someone from seeing both the ground spawn exits at once, thus rendering BLUs unable to spawn-camp efficiently. But it's also tightening the space, which is something I don't want.
     
  5. Sebi

    Sebi L2: Junior Member

    Messages:
    65
    Positive Ratings:
    13
    Let steam exhaust from the ground that can be walked through but not seen trough. Of course it must fit your theme.
     
  6. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    I don't know how to do that effectively without killing framerates on lower-end computers. Also, that won't stop blind-fire.

    Anyway, I've found a way around this and I will be uploading updated screenshots later.
     
  7. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    New screenshots up.
     
  8. Sebi

    Sebi L2: Junior Member

    Messages:
    65
    Positive Ratings:
    13
    Forgive me, if the only difference I can see are catwalks added, a container removed, and a spawndoor added.:confused:
     
  9. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,990
    Thats how updating maps works. You make small changes, test them, and repeat.
     
    • Thanks Thanks x 1
  10. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    Basically I added a wall next to the spawn exit which replaces the container. Not much but as Swordfish said, small changes.
     
  11. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    Download link is up. Feel free to bash my mapping skills now.
     
    Last edited: Sep 18, 2011
  12. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    20/9/11 a2:
    * Added more room between points
    * Modified second point
    ** Added more walls around point
    ** Changed ramp from first red spawn to point
    * Modified first red spawn
    ** Rotated spawn points
    ** Added wall to block visibility from outside the spawn room
    * Optimisation improvements
    * Lowered ceilings

    Might upload to gameday soon.
     
  13. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    Bumpity bump.

    Didn't get into gameday this time because I was too late entering this map. Until the next gameday comes round I'd appreciate some feedback in terms of layout and such.
     
  14. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    No comments? :(

    2/10/11 a4:
    * Added railings
    * Minor optimisation improvement
    * Added some details here and there
     
  15. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,870
    Positive Ratings:
    1,130
    unfortunatelly i joined gameday when your map had about 5 minutes left so didnt gather much to comment. what i did notice is that you have a quite a few rooms with ceiling height barely enough to jump and not hit the head. in the name of all scouts and explosive jumpers, i ask you to raise the ceilings if possible.
     
  16. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    Based this update mainly around the feedback recieved from the recent gameday.

    8/10/11 a5:
    * Modified Capture Point A to be more open
    * Completely changed paths to Capture Point B to be more open
    * Increased RED respawn-wave time
    * Decreased BLU respawn-wave time
    * Raised skybox
    * Raised ceilings
    * Added more pickups, particularly health kits
     
  17. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    23/10/11 a6:
    * Completely changed textures textures
    * Completely remade area between the control points, including the second capture point and red spawn
    * Added health/ammo packs
    * A few more doors
    * Added more signs
    * Other things I can't remember
     
  18. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    24/10/11 a6a:
    * Raised ceilings and skybox slightly
    * Added spectator cameras (finally)
    * Expanded storage room above second control point
    * Added windows to storage room
    * Moved a few crates and shit around in the storage room
    * Added a few ammo/health packs
    * Added guard rails
    * Removed garage door since it was being a bitch
    * Optimisation modifications
    Most of the changes here aren't very apparent, which is why this is a6a rather than a7.

    Also, comments please :(
     
  19. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,870
    Positive Ratings:
    1,130
    You could try to do something terrible to the map to gather comments. Make it deathmatch, for example - that could result in a page or even 5; overdetail it, that seems to be helpful; add a tank boss maybe :D
     
    • Thanks Thanks x 2
  20. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,102
    Positive Ratings:
    5,990
    Just change the op to THIS MAP IS THE BEST, HATERS GOTTA HATE, YOU ARE ALL BAD ANYWAY.