CP Gullywash

Discussion in 'Map Showcase' started by Arnold, Apr 9, 2009.

  1. Arnold

    Arnold L6: Sharp Member

    Messages:
    283
    Positive Ratings:
    117
  2. Icarus

    aa Icarus

    Messages:
    2,246
    Positive Ratings:
    1,181
    looks pretty good. I'll have a flythrough
     
    • Thanks Thanks x 1
  3. Sub

    Sub L1: Registered

    Messages:
    31
    Positive Ratings:
    3
    Looks great. I like the woodwork in the 4th pic and the building in the 2nd.
     
    • Thanks Thanks x 1
  4. Icarus

    aa Icarus

    Messages:
    2,246
    Positive Ratings:
    1,181
    Some notes:
    -You need to buildcubemaps with HDR on as well, otherwise reflective models with glow solid white
    -the underwater areas underneath the final cap are very dark. please consider adding brighter lighting and more arrows down there

    This looks very promising, fix these up and I'll try to get it thrown up on our server.
     
    • Thanks Thanks x 1
  5. HeaH

    HeaH L8: Fancy Shmancy Member

    Messages:
    553
    Positive Ratings:
    102
    I don't like the name. Is it a badlands copy?
     
  6. l3eeron

    l3eeron L8: Fancy Shmancy Member

    Messages:
    594
    Positive Ratings:
    85
    • Thanks Thanks x 1
  7. Arnold

    Arnold L6: Sharp Member

    Messages:
    283
    Positive Ratings:
    117
    thanks i'll fix those little issues soon,

    the lighting underwater is ok when you play with dxlevel 8 it seems but it's very dark when played with dxlevel 9 i'll just add some brighter lights.

    i still have to figure out a better name i just went with the name worselands because i thought it was funny and haven't really thought about a better one since, even though i planned to.

    thanks for the feedback
     
  8. Icarus

    aa Icarus

    Messages:
    2,246
    Positive Ratings:
    1,181
    cp_greatlands

    :D
     
  9. Arnold

    Arnold L6: Sharp Member

    Messages:
    283
    Positive Ratings:
    117
    alright so i fixed the lighting under water added arrows and built cubemaps.

    i (double)checked it in both dxlevel 8 and 9 and i could't see any full white bright props so if there are any now something is just wrong with my pc.

    i also made it easier to get onto the stack of wood on mid you'll see it's a minor change.
     
    • Thanks Thanks x 1
  10. Icarus

    aa Icarus

    Messages:
    2,246
    Positive Ratings:
    1,181
    Beta 10 Review demo: http://www.sendspace.com/file/f995s4

    Map was well received. Played remarkably well and everyone had fun. A candidate for a new map in our rotation. Could use more signage, especially right out of spawns.

    It should also be noted that it is possible to enter enemy spawns if the doors open. Consider placing func_respawnroomvisualisers in the doorways.
     
  11. Arnold

    Arnold L6: Sharp Member

    Messages:
    283
    Positive Ratings:
    117
    thanks a lot for the feedback will work on signage

    i think i added respawnroomvisualisers in the early alpha stages and haven't had a problem with enemies in spawn. something must have went wrong in this version i'll certainly look into it.
     
  12. Icarus

    aa Icarus

    Messages:
    2,246
    Positive Ratings:
    1,181
    one of the forward spawns also have a missing texture in it. You can see into 'the void'.
     
  13. pekken

    pekken L1: Registered

    Messages:
    35
    Positive Ratings:
    6
    windows on middle cp are floating in the air, 5 cm out form the wall
    arrow sign near cp 2 is also floating in the air, and u will also hit it when u run into it
    map timer should be 10 minutes
     
  14. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    If you'd like this map to make any sense aesthetically, I'd go back to the drawing board for a lot of your proportions and detailing; use pictures as source material to ensure a realistic feel, and instead of simply filling up empty spaces, use your detailing on the whole to direct how you'd like the entire area to appear.

    You dig?
     
  15. Icarus

    aa Icarus

    Messages:
    2,246
    Positive Ratings:
    1,181
    Worselands is now a part of the (^) Customs rotation (US West Coast).

    208.115.116.51:27016
     
    • Thanks Thanks x 1
  16. Icarus

    aa Icarus

    Messages:
    2,246
    Positive Ratings:
    1,181
    A few notes from further gameplay:

    -Players were frustrated by the absurdly long times. Players were experiencing upwards of 33 second spawn times. Respawn waves should be no longer than the default 10 seconds. Please try to balance the map around this limit. If nessecary, you can make spawns larger and move the spawn points back

    -The map does not respect mp_timelimit. Consider using 'setstalemateontimelimit 1' to tf_gamerules
     
    • Thanks Thanks x 1
  17. Arnold

    Arnold L6: Sharp Member

    Messages:
    283
    Positive Ratings:
    117
    are you serious 33 seconds respawn time?

    i've never heard of that before... don't know where i messed that up.

    i'll certainly fix the timelimit and check respawntimes again.

    thanks again for the feedback!
     
    • Thanks Thanks x 1
  18. pekken

    pekken L1: Registered

    Messages:
    35
    Positive Ratings:
    6
    First forward spawn is too close to middle point, and also too close to the next forward spawn (they're like 5 meters away)

    what about moving it here:
    [​IMG]
     
    • Thanks Thanks x 1
  19. Arnold

    Arnold L6: Sharp Member

    Messages:
    283
    Positive Ratings:
    117
    actually that's not a bad idea at all :D
     
  20. pekken

    pekken L1: Registered

    Messages:
    35
    Positive Ratings:
    6
    just make sure u cant get back into that spawn once you're out.