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foothills

Discussion in 'Map Factory' started by Remnic, Jan 22, 2010.

  1. Remnic

    Remnic L2: Junior Member

    Messages:
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    Positive Ratings:
    16
    Well here it is. The long awaited release of CP_foothills.

    I've been spending nearly 5 months designing this map. It's a push CP map with multiple paths that offer different strategies in terms of attack and defence. Each team heads down a hill from their main base and cap the central control point within the Gray Gravel Co. building. and proceed for the opposing team's control points which form the map in the shape of the letter Z.

    I'd like to thank Blargy for making his blendgroundtowallforest_nodetail texture and for debugging, YM on his displacement cliffs tutorial, Renstrike on his 3D skybox tutorial and all of you for being very good to me during my times of need.:O

    UPDATE: Took down download link (too many bugs). Beta 1 will be released soon.
     
    Last edited: May 4, 2010
  2. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    241
    Looks nice, I'll try to give it a run through some time
     
  3. The Whole Team

    The Whole Team L1: Registered

    Messages:
    49
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    A couple things from a quick run through.

    First off, giant purple mountain of doom. Pretty self explanatory.
    http://i982.photobucket.com/albums/ae310/Holden_W/cp_foothills_a10000.jpg?t=1264219188
    http://i982.photobucket.com/albums/ae310/Holden_W/cp_foothills_a10012.jpg?t=1264219224


    Second, you've got some weird door see through thing going on with the door. I think it's an areaportal leak. Make sure all the edges of the area portal are touching a wall and if you're having trouble finding it (or any other leaks) go to map>loadpointfile in hammer to help you find it.
    http://i982.photobucket.com/albums/ae310/Holden_W/cp_foothills_a10001.jpg?t=1264219363
    http://i982.photobucket.com/albums/ae310/Holden_W/cp_foothills_a10002.jpg?t=1264219387
    http://i982.photobucket.com/albums/ae310/Holden_W/cp_foothills_a10003.jpg?t=1264219418

    There's a red poster on that shed....
    http://i982.photobucket.com/albums/ae310/Holden_W/cp_foothills_a10009.jpg?t=1264219465
    Now there's not!
    http://i982.photobucket.com/albums/ae310/Holden_W/cp_foothills_a10010.jpg?t=1264219515
    When you get close to the shed the sign pops out of nowhere and disappears as you get away from it.

    If this door is SUPPOSED to be open then your good. But if your intention was to have an opening and closing door, it's stuck open.
    http://i982.photobucket.com/albums/ae310/Holden_W/cp_foothills_a10011.jpg?t=1264219647

    It's so dark here. Too dark.
    http://i982.photobucket.com/albums/ae310/Holden_W/cp_foothills_a10014.jpg?t=1264219681

    Your other route to the last point (not the stairs) is incredibly impractical. First you have to walk through a huge, narrow corridor and THEN you have to walk across a long, exposed walkway and if you're knocked off then you have to start all over again.
    http://i982.photobucket.com/albums/ae310/Holden_W/cp_foothills_a10015.jpg?t=1264219833
    http://s982.photobucket.com/albums/ae310/Holden_W/?action=view&current=cp_foothills_a10016.jpg
    http://i982.photobucket.com/albums/ae310/Holden_W/cp_foothills_a10017.jpg?t=1264219939

    You've got some mighty long sniper lines. For example: a sniper here...
    http://i982.photobucket.com/albums/ae310/Holden_W/cp_foothills_a10013.jpg?t=1264219968
    can shoot all the way to the point, pinning it down with no risk to himself from anything.

    Also, since the only other way out of the spawn leads all the way to 2nd/4th point instead of to the last point, people can just spawn camp the resupply room quite easily.
    http://i982.photobucket.com/albums/ae310/Holden_W/cp_foothills_a10018.jpg?t=1264220397

    Also, you might want to add more signs. I found it kind of hard to find my way around. Not to mention some way for people new to the map to tell which point is second to last and which point is last.
     
    • Thanks Thanks x 1
  4. Remnic

    Remnic L2: Junior Member

    Messages:
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    Positive Ratings:
    16
    Thanks for the pointers. I thought some of those problems were fixed. Might as well fix them soon.

    Also, the area portals worked fine for me. As for that missing texture, it was specially made by Blargy. I'll have to check it out sometime soon as how to keep it in my map.
     
  5. Remnic

    Remnic L2: Junior Member

    Messages:
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    Positive Ratings:
    16
    Double posting to announce a2.

    TRY IT TODAY! IF YOU'RE NOT SATISFIED, YOU GET YOUR MONEY BACK GUARANTEED!
     
  6. lana

    aa lana Currently On: ?????

    Messages:
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    After capturing the middle, the spawn that the teams would move to was broken and the door would not open. We were unable to continue gameday on the map because of this.
     
  7. Caliostro

    Caliostro L6: Sharp Member

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    This.

    I suggest you fix the spawn doors and ask booj to resubmit before the "cooldown period" as we really didn't have a chance to test it.

    First impression though, was that there was this huuuuuuge downhill with no cover... Take this with mountainous piles of salt as, as I said, we barely played it on account of being stuck inside our spawn...
     
  8. sniprpenguin

    sniprpenguin L6: Sharp Member

    Messages:
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    Even with the Gameday brokenness, I was able to Demospam the center point from behind the shack above it. That, and the points seem to be off to the sides, hidden away. Heck, I only accidentally wandered upon our final point at the last second.