Giants

CTF Giants rc3

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pont

huh? wuh?
aa
Mar 15, 2018
345
522
pont submitted a new resource:

Giants - Stay toasty amidst the permafrost in the waste heat of two giant supercomputers.

Stay toasty amidst the permafrost in the waste heat of two giant supercomputers.

A ground-up remake and artpass of an old contest entry.

Credits:
iiboharz
Models
yrrzy
Particles
freyja
Basalt column textures

Read more about this resource...
 

Proct

L1: Registered
Oct 9, 2021
1
0
Love the map.

Playtested a few rounds on my server with 24 players.

Seems the round timer might be a little to short, could be extended by a few mins.

Everything else is just incredible :D
 

Zeus

Not a Krusty Krab
aa
Oct 15, 2014
1,345
554

pont

huh? wuh?
aa
Mar 15, 2018
345
522
Love the map.

Playtested a few rounds on my server with 24 players.

Seems the round timer might be a little to short, could be extended by a few mins.

Everything else is just incredible :D
just got finished compiling a new version that, among other things, addresses this :)
10 mins start / 10 max / +5 on comeback captures
 

pont

huh? wuh?
aa
Mar 15, 2018
345
522
pont updated Giants with a new update entry:

rc1

ctf_giants_rc10000.png

rc1 changelog:

- upped max round time to 10 minutes (was 7)
- upped initial round time to 10 minutes (was 5)
- upped comeback capture time bonus to 5 minutes (was 1:30)
- changed ammo and health in intel to medium (were small)
- added small health to long stairs by walkway
- added small health and ammo to short stairs
- changed health in lower battlements to medium (was small)
- change ammo in lower battlements to full (was medium)
- highlighted resupply lockers
-...

Read the rest of this update entry...
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,942
1,281
Feedback Time. Not a lot to nitpick about for this one:


20220220021640_1.jpg
-The snow blend texture used throughout the map has odd black dots in it. I don't recall these being part of the texture nor really know why they would be there.
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-Are each of the cables supposed to have their own switch? It just looks odd to have them both on the same line while having a second line that doesn't go to anything
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-You can set the barrels in the loft to use lightmaps in order to get rid of their odd shadows
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-
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-Beams on this wall could use some clipping. It's also hard to tell that there's glass in these small windows used throughout the map
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-The fog transition is pretty obvious from inside to outside. Could probably have it change from one to the other farther inside the buildings to help hide it.
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-Can hit your head on the lip here
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-corner could use some clipping
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-I can get inside there on top of the kegs. Doesn't really do anything for me but I can still get there unlike the similar location on red side
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-one side has 2 tanks, the other has only 1. Makes for some asymmetric clipping
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-I 100% get not letting people shoot over this arch here as it would make for a heck of a sightline to the blu window area, but having it blocked by something invisible is just confusing. It looks like you should be able to shoot over this thing, but you can't at all. I'd suggest finding a way to block sight between here and the upper window and opening up the rest of the arch to be shot over by demos n such.
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-far wall basalt pillars pop in and out when standing on this roof
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-the white pillar slightly sticks out from the clip so I still bump into it.
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-remove clipping from signs
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-odd how the rubber just kinda...stops on the edge here like this. Could maybe use a computer on the lower level or a pillar to hide where it stops

And that's all for now. Only other thing I can think of is that while the map is very pretty, I find the outside lighting to be a bit too bright and harsh on the eyes. Dunno if it's the lighting itself or the reflection from the snow textures but I find it to be a much.
 

pont

huh? wuh?
aa
Mar 15, 2018
345
522
pont updated Giants with a new update entry:

rc2

rc2 changelog:

- fixed missing pickups in blu short stairs
- fixed several bumpmapping errors
- fixed detailtexture scaling on basalt columns
- adjusted prop lightmapping
- fixed a weird bit of collission in short stairs
- fixed an annoying bit of collision around mid
- fixed wrong cubemap assignment on some ground

Read the rest of this update entry...
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,858
Are there any plans to release the flag model/particles? I'm working on a CTF map where a reel-to-reel tape player flag would be perfect.