Furnace Creek

CP Furnace Creek rc

Cerious

L420: High Member
Aug 10, 2008
455
133
it'll come out when it comes out :p

Your server doesnt have a redirect service to allow people to download maps... so what did you expect to happen when you switch to custom maps.

I use the default redirect that AI provides, which happens to have furnace_b2 and yukon_rc3. However, I don't have any control over what maps get put on it, so I can only run those two customs (and freight).
 

captainAngry

L420: High Member
Feb 1, 2009
434
247
I think I wrote some notes down for this one during our match last night but I don't have them with me right now. The map did play well and people definately seem to like it, but I don't have any specfic feedback. I did upload a demo of last nights match.


 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,081
Updated to _b3
  • Reduced height of the tower dramatically.
  • Moved crane on the B building out of the way of rooftop players.
  • Increased the height of the ceiling playerclip at C.
  • Greatly improved playerclipping.
  • Increased danger of straying in the focus of the mirror array.
  • Detailing improvements over entire map.
  • Increased distance between cap point A building and the rear cliff.
  • Slightly adjusted spawn timers and capture time at C.
  • Added team ownership based spectator cameras.
  • Slightly decreased intensity of sun glare and slightly increased light levels.
  • Fixed soundscapes.
  • Miscellaneous other tweaks.
 

The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94
*downloaded* :D
 

pitto

L3: Member
Feb 17, 2009
109
73
My first thought when I came out of blue spawn was what is the plr line doing on the ground, then after further exploration I was like omg it's an archery range lol.

I think the changes you have made have fixed the 'rock syndrome' some people were complaining about. Overall an awesome map, will be trying 2 get this one played at the next lan I go 2
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
I've been on and walked around it, and I've got to just give you my thoughts...

This really deserves a ton of positive feedback! I LOVE the style still, but the improvements you've made the lighting have really made the map feel much cleaner. In that same vein, the whole map feels just much more put together with the change of making a couple of the rocks buildings and the improved detailing.

Personally the only improvements to be made are probably going to be revealed through testing. I sincerely hope you submit this version to an organization like tf2f to get competitive testing. I've already updated the furnace topic on gotfrag, and I'm hoping that it will get renewed attention from that angle.

Great work!

-FoXy
 

Rasputin

L3: Member
Sep 20, 2008
107
20
I've been waiting for this. I'll be downloading as soon as the chance comes up.
 
May 23, 2009
205
34
Got featured on the front page of FPSB, I know you all despise the place, but good work! :thumbup:
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,875
2,990
One of the cons on the FPSB page was "It's not Alpine." :|
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
855
B3 played very very well today. I can't say too much, though, I'll have to play it over and over to notice any trends.

I do have a few gripes about the graphics, though. The first is that everything looks too uniform. Especially Points A and B, which are both just rusty shacks; there wasn't much distinction between them in the architecture. I don't mean to say that one of them has to be totally different or anything, but they should have some set pieces there to define them. This was also an issue at Point C, where all the entrances look kind of the same as well. It got pretty tiring as the match wore on.

I also don't like the "furnace creek" billboards and signs; they look silly. It's like the map was being advertised as I was playing it. :\

And, at a few points in A and B, there's pop-up over the hills. Try standing on CP A and look toward Blue spawn: you see the hill on the other side pop in and out.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
cp_furnace_b30002.png

These door handles wouldn't follow their parents for some reason. This happened in one round (the first, I think), but oddly not after that. At least I only saw it during one round, so I dunno what's going on here.

cp_furnace_b30003.png

Random stuff scattered on the ground does not make good details. :p Really, what's this doing here? Maybe put some foliage here instead if you really need something...

Otherwise, Furance still plays really well, although I miss a stronger way to assault C from B... It's not big problem (Gravel Pit is guilty here too), it's good regardless.
 
May 23, 2009
205
34
Random stuff scattered on the ground does not make good details. :p Really, what's this doing here? Maybe put some foliage here instead if you really need something...
Stand on it as sniper and look the direction it's facing ;)
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
These door handles wouldn't follow their parents for some reason. This happened in one round (the first, I think), but oddly not after that. At least I only saw it during one round, so I dunno what's going on here.
That's a generic engine bug. Happens to me with sawmill and the saw blades... which is far worse.

Random stuff scattered on the ground does not make good details. :p Really, what's this doing here? Maybe put some foliage here instead if you really need something...
I don't like it much either, blame Youme. :p
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,815
Some spawn points in Blu are still spawning people into the ground. Although i'm pretty sure this has been mentioned before.. i just figured i'd say it still, incase.

Also i noticed a couple tall structures rendering Through the skybox from other area's (which wouldn't really be a problem, only it's selective rendering of particular faces, so it looks ugly). This is a tough one to combat without utilising rediculously tall cliffs/buildings to occlude an area visually, but i question whether areaportals have been utilised yet?

Perhaps it is a result of the sunset setting but the textures are incredibly samey. You seem to have the same problem with all your brown dirt as i do with brown wood in Avanti stage1. There's just so much of it. Gravel pit utilises a cliff on one side of an area, buildings/structures on another, and open vista's on the other 2 (behind fences of all things); i know you're trying to avoid being labelled as gravel pit-reborn with this project. But so far it's just cliffs everywhere (other than the back of CP3) which strikes me as uncharactoristically unimaginitive.

edit:

This was the building in question. Moving to the left a few feet made the whole building disappear as well, which is a big thing considering the structures dominance of the skyline.
cp_furnace_b20000.jpg


Putting it into the skybox would probably be your best bet. But that would mean converting some of those windows into skybox models. Although, since you have custom models anyway, getting snipergen or anyone else who helped model for the map to convert a skybox model for you shouldn't be the most difficult thing in the world.

Or you could look at how Casili pulled the tower off in Badwater. Making it a func_detail somehow allowed it to be seen from all area's despite it overlapping the skybox brush cordoning the area's. They do this in Dustbowl a lot also.
 
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kankle_king

L4: Comfortable Member
Jan 31, 2009
161
86
Spawns are still too short. B is still hard to attack due to demo/sollys jumping on the area right outside of spawn, where you would be charging uber. Like I said before, increase spawn times and place a roof or something on the area right outside of BLU spawn ala Gpit. I was demo in our 6v6 and got 3-4 kills easily by just jumping to that area and spamming like crazy. It forced most of BLU to sit in spawn and charge uber while RED did nothing.