Energy

CP Energy a20

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
5/11/11 a7:
* Added a few more pathways
* Widened map overall
* Modified blu spawn middle exit
** Replaced door
** Removed pointless empty space
* Turned garage near blu spawn into new path to first control point
* Moved first control point slightly

Will add screenshots soon.

EDIT: ARGH. Forgot some stuff.
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
a7a didn't seem to have many problems according to recent gameday (the biggest problem was the BLU spawnroom, which as I can now see is HUUUUUUGE). There were reportedly 15 players on the server, so that's all good.

Hopefully I'll be able to perfect the first stage soon, which means that maybe by a9 (optimistic estimation) I'll be starting on the second stage.


Then again, judging by how many other people have posted here, I'm guessing not many people actually care. BUT I DO.

Anywho:

13/11/11 a8:
* Added some ammo packs
* Added a few handrails
* Shrunk BLU spawn considerably
* Moved BLU spawn points
* Fixed BLU respawn visualisers appearing for BLU players
 
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Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
Keep up the good work, it played pretty well. I liked that there were a few nice attacker sticky jumps to clear to the entrance to the first point, made for some fun runs.

I do think that Red's spawnroom is a bit too close to the point though. You might be able to get away with the spawnroom being outside away from the CP sort of like dustbowl, that could be pretty cool.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Why thank you :)

Moving the RED spawnroom won't be too difficult. Hopefully.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Gameday bump.
Screenshots updated oh fuck I forgot to get rid of the HUD

21/11/11 a10:
* Removed a window, replaced with solid wall
* Removed lettered signs (A, B, etc)
* Added some more signs
* Rotated environmental lighting
* Disabled shadows on some doors
* Removed some props
* Fixed door prop being slightly misaligned
* Reduced RED spawn time slightly
* Some cosmetic modifications

EDIT: Added new screenshots, now with 100% less HUD!
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Bit of a necrobump, but I'm still working on this.

31/12/11 a12:
* Added extra room (may be modified excessively since it's made primarily for snipers)
* A few cosmetic changes
* Modified routes from first point to second point and some other routes too
* Distance from first to second point it a bit longer
* Reduced RED respawn wave time from 7 to 5

Oh, and happy new year!
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
2/1/12 a13:
* HOLY SHIT I BUILT CUBEMAPS
* Made area between the control points a lot less open
* Blocked some of the windows in the attic/sniper room
* Added some more health/ammo packs
* Increased BLU respawn wave time from 2 to 4
* Cleared a hallway I accidentally blocked in the last release
* Fixed RED spawn allowing BLU players in

Also, new screenshots.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
7/1/12 a13a:
* Optimisation improvements

I don't have much time to map right now, so sorry if this update has some problems.


(also multi-post string, foreveralone.jpg)
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
noone posting shit, motherfuckers. i for one like the map. guess the lack of posts is because you're doing things right even with no forum feedback. also start making the second stage already.
Thank you <3

I will start on the second stage soon. These days I don't have much time for mapping but once January's over I'll have some free time. I'm just being careful not to rush.
 

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
I hadn't played this one in awhile, but I like the changes to Red's spawn room in relation to the final point. It definitely helped the flow of things.

I do feel like immediately around that final point there is just too many paths though. I think it could stand to be simplified some (maybe get rid of the lower route?)
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
I'm tempted to re-do the final point so it's a bit like Dustbowl's second point, or maybe remove the garage and turn that into another route and remove the lower path. The problem with the lower path is that nobody uses it, and there isn't really any good reason to do so. And the fact that it's barely noticeable anyway.

Anyway, thanks for the feedback. I really appreciate it.
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
I'm currently completely re-doing the first capture zone. Like, completely. It's basically a new control point altogether - and personally, I prefer it to the old one. It could change, and if it proves unpopular I've still got earlier versions saved; but it's likely I'll go with this new one.

iP6154XrfUL1D.jpg

i8EYY7W5Mcm4h.jpg


A16 will be coming out soon. I just need to do a few more things first - such as clipping the stairs and improving the lighting under those bloody catwalks. And maybe move the control point a few meters in a currently undecided direction.
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
4/2/12 a16:
* Completely re-did first capture zone
* Completely redid paths to second control point
* Modified the lighting slightly

Some of the screenshots are a bit outdated. Damn not being able to update them right now...
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
14/2/12 a17:
* Added a small health pickup
* Changed the skins of the handrails to yellow
* Modified second capture zone
* Other stuff

Also, up-to-date screenshots!
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
23/2/12 a18:
* Added second stage
* Added new env_cubemaps

Finally, Energy is now a multi-stage CP map!
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
4/3/12 a19:
* Re-did first capture zone and most of second
* Optimisation
* Some cosmetic changes
* Added, moved and removed some ammo/health packs

SIX POST COMBO OH GOD
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Gameday bump.

Apparently the second stage sucks balls