PL Escarpment

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Freyja

aa
Jul 31, 2009
2,994
5,813
Besides. Layout is still changeable in beta. It's just more work for me. I'm the only one hurt at all by beta.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
Annoying Sightline
AAzdK.jpg



This ramps oddly steep, extend it out.
8TcWV.jpg



And whats your caps finale? It just kinda, ends.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
What do you people not understand about alpha. The finale will be in place for beta. Those stairs and sightline are also fixed in beta.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Looking good Aly! Oh and uhh, the last screenshot isn't working. ;)
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
Wow, amazing progress since I last checked this thread, good work Aly.

The only feedback I can give is visual since I've not played this yet, but there is one thing I will say; you're density of detailing is a tad high in some spots. For example in this area I have no idea where to look. Otherwise it's looking great, I'm a big fan of this area in particular.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
I'm fine with changing status quo, but not in letting go
Now the world is being torn apart
A terrible catastrophe played by your symphony,
what a terrifying work of art!


http://dl.dropbox.com/u/2347130/escarpment/beta1/2012-02-01_00010.jpg
http://dl.dropbox.com/u/2347130/escarpment/beta1/2012-02-01_00009.jpg
http://dl.dropbox.com/u/2347130/escarpment/beta1/2012-02-01_00008.jpg
http://dl.dropbox.com/u/2347130/escarpment/beta1/2012-02-01_00007.jpg
http://dl.dropbox.com/u/2347130/escarpment/beta1/2012-02-01_00006.jpg
http://dl.dropbox.com/u/2347130/escarpment/beta1/2012-02-01_00005.jpg
http://dl.dropbox.com/u/2347130/escarpment/beta1/2012-02-01_00004.jpg
http://dl.dropbox.com/u/2347130/escarpment/beta1/2012-02-01_00003.jpg
http://dl.dropbox.com/u/2347130/escarpment/beta1/2012-02-01_00002.jpg
http://dl.dropbox.com/u/2347130/escarpment/beta1/2012-02-01_00001.jpg
http://dl.dropbox.com/u/2347130/escarpment/beta1/2012-02-01_00011a.jpg

I have finished. Compiling beta 1 as we speak, upload should be below shortly.

b1:

Artpass!
- no finale yet.
- no 3d sky yet.

Red spawn will now only spawn people on the closer side to the rest of the map (ie, reducing walk times) until blue captures the bridge.
Red now has a slightly shorter route to CP-3 and the rest of the map until CP-3 is capped.

EDIT: http://dl.dropbox.com/u/2347130/escarpment/uploads/pl_escarpment_b1.bsp.bz2

The defensable position at CP-2 now no longer has a solid back wall - you can see the flanking path from it.
 
Last edited:

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
the popping in building i was talking about:
pl_escarpment_b10000.jpg

pl_escarpment_b10001.jpg


you have some rather noticeable light bleeding through displacements
pl_escarpment_b10002.jpg


this building has its roof clipped off by skybox
pl_escarpment_b10003.jpg


these stairs near cp2 are unclipped
pl_escarpment_b10004.jpg


this rock really looks walkable, but isnt
pl_escarpment_b10005.jpg


im really waiting for that optimization pass :p
pl_escarpment_b10006.jpg


tracks zfight with displacement here
pl_escarpment_b10007.jpg


the fade on those boxes is a little too quick
pl_escarpment_b10008.jpg


you should clip beams like these so players dont get caught on them
pl_escarpment_b10009.jpg


also, the log. since it's nonsolid in the beginning, it might be too inviting to hide stickies in. when it has finished moving and i jump on it, i get weird physics glitches where i get stuck for half a second, get unstuck, then get stuck again after a few seconds. i really think you should just use a functracktrain for log collisions.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
b1 :O dafuq Aly

But looks good anyway. :p I'll have to play it sometime!
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
You really got many mistakes (your cliping skill is awful :p)

I´ll send you a whole bunch of cliping mistakes via steam later.

Here are just 3 screenshots for the thread, so they can be discussed.

IMO you should clip the bridge, it looks like its jumpable.
Maybe make it smaller and wider and unclip it, if you think that it is too much advantage, but cliping it is not good.
2012-02-01_00023.jpg


Second one is the glass texture you used sometimes. IMO the white looks weird.
And anyway you should make glasses in spawnrooms only oneway, so the blu team can look what is happening in there (would give an advantage to snipers e.g.)
2012-02-01_00004.jpg


This one should describe itself(the red marked place is clipped btw.):
2012-02-01_00019.jpg