CP Eturnius A2

A map bout Eternal mapping

  1. Moonrat

    aa Moonrat The end of an era

    Messages:
    896
    Positive Ratings:
    529
    Eturnius - A map bout Eternal mapping

    So, contest happen, contest be about Dynamic map make. I can't logic, so me release Alpha map with no Dynamic.

    Basically, Eturnius! I pulled the name outta my ass!
     
  2. Moonrat

    aa Moonrat The end of an era

    Messages:
    896
    Positive Ratings:
    529
    I feel like a fuckin idiot.

    I wanted to give this map a Landfall-ish look, and for a Dynamic element, why don't I put saws in. Welp, after testing happens, Imma put saws in A2
     
  3. Moonrat

    aa Moonrat The end of an era

    Messages:
    896
    Positive Ratings:
    529
    Welp, A2!

    Major additions

    - Added a brand new flank route that will take players to 2 areas of the enemy base!
    - Remade the Mid building, breaking sightlines and adding height variation
    - Remade last, adding much needed room, and 2 places to escape the pit
    - Add Dynamic elements in the map in the form of doors that close the Flank off until Mid is capped by a team. Once these doors are open, they will stay open until the end of the round
    - Added health and ammo kits
    - Added respawn room entities

    Minor Additions

    - Added a game_text_tf to tell people that the flanks are open when Mid is capped
    - Added a detail area to the back of the mid building
    - Broke sightlines at Mid
    - Broke sightlines at last
    - Changed color of lights in the mid building from puke yellow to white with a tinge of yellow

    Other things

    - Broke the cap hud layout, though it doesn't affect the game
    - Removed an env_sun due to it not being on, and me making a binary star system on accident
    - func_detailed a few things

    So, A2! A great release on a now somewhat decent map!

    Read the rest of this update entry...
     
  4. Moonrat

    aa Moonrat The end of an era

    Messages:
    896
    Positive Ratings:
    529
    Added some story, yay!
     
  5. Moonrat

    aa Moonrat The end of an era

    Messages:
    896
    Positive Ratings:
    529
    Well, we had a 6 v 6 playtest (Everyone left after Pughead got loaded in).

    - The map is overscaled
    - Flank is dicks
    - Height advantages are too extreme
    - Opening doors doesn't count as Dynamic

    With this feedback, along with my growing distaste for symmetrical mapping, I am going to redo Eturnius from scratch. Now what will it be? Who knows, however, it will be Dynamic to an extent.
     
  6. radarhead

    aa radarhead Hands out ratings like cheap cigars

    Messages:
    1,003
    Positive Ratings:
    542
    Opening doors totally counts as dynamic. I believe that's why Degroot Keep was included as an example in the contest video.
     
  7. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,072
    Positive Ratings:
    834
    If a door opens in response to a control point, then it is dynamic because it has changed. But a map built for the dynamic CP competition must have dynamic aspects that directly affect the gameplay.

    Each base in your map has a drop-down access shaft at its entrance area which takes attackers through a flank corridor that leads to an exit behind the last control point in the enemy's base (the map is 3CP). This special access route is shut until the mid point is capped by the enemy. But this route doesn't really serve any purpose before the middle point is capped, and so it being closed and then open does not really affect gameplay. That's the problem. The dynamic aspects need to be important. I think 3CP doesn't have much room for dynamic aspects like that, but I haven't given it much thought.