Fern

CP Fern A5

TheAppleJhon

L2: Junior Member
Oct 11, 2015
72
29
NEW UPDATE!
YAY!


Screenshots:
1.jpg

2.jpg 3.jpg 4.jpg 5.jpg 6.jpg 7.jpg 8.jpg 9.jpg 10.jpg

Read the rest of this update entry...
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
It's looking good but the whole map feels huge. A big map isn't a bad thing but you only have three cap point and a couple spawns. It feels like it takes forever to get anywhere. The path to B is cool but it's so long and open. the path to C is huge, narrow and long, the courtyard in front of C is massive, it serves no real purpose. The clunky geometry and immense height differences doesn't make it any funner either.
C is shaping up although it's... meh, It works for now. I'd just focus on getting the connectors down. It just feels too big for the applied game mode.
 
Last edited:

TheAppleJhon

L2: Junior Member
Oct 11, 2015
72
29
It's looking good but the whole map feels huge. A big map isn't a bad thing but you only have three cap point and a couple spawns. It feels like it's take forever to get anywhere. The path to B is cool but it's so long and open. the path to C is huge, narrow and long, the courtyard in front of C is massive, it serves no real purpose. The clunky geometry and immense height differences doesn't make it any funner either.
C is shaping up although it's... meh, It works for now. I'd just focus on getting the connectors down. It just feels too big for the applied game mode.
C is pretty small. B is a bit too big. Ill add a spawn when you cap A. C is not big at all, but i do think ill have to rework the layout a bit.
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
I agree. I played some games on a4 and the first too points were good, although it was a trek and a half to get to B for both teams. C definitely needs some work. You may want to think about remaking the whole area although that's not recommended. Try to keep whats fun and change as much else as possible until you have something you like.
 

TheAppleJhon

L2: Junior Member
Oct 11, 2015
72
29
I am currently implimenting area portals for some optimization. I have added individual spawns for all the control points, to hopefully decrease the walking time! I have also been detailing a little and ive been improving C to have more natural of a gameflow! I am trying to create a good chokepoint. But let's see how good it is.
 

TheAppleJhon

L2: Junior Member
Oct 11, 2015
72
29
CP Fern - Alpha 5

This will be my final alpha version of this map! It is now developed enough for me to push it into beta, in my opinion!


Alpha 5 Changelog:

-Added individual spawns for each control point to improve gameflow!
-More Detailing!
-A whole lot of optimization with hints and areaportals!
-Added a lot of clipping to improve the player experience!
-Fixed sigtlines and improved chokepoints to be more balanced and work more as intended!
-Worked on the 3D skybox, to be more detailed and fit more with the theme!
-disabled solidity on props that are not intended to be stood on. (like windows, frames, signs, etc.)
-changed placements of health to be more in RED's favor!
-No more dev textures. They are all gone now
!


Known Issues:


-Displacements at B are ugly!
-C will not turn completely blue when capped (fixed in b1)
-There is a sigtline on C that i will fix as much as i can!
-on C there is drop you can't prevent getting hurt by.

Screenshots:
1.jpg 2.jpg 3.jpg 4.jpg 5.jpg 6.jpg 7.jpg 8.jpg 9.jpg 10.jpg 11.jpg


Read the rest of this update entry...