Haarp

CTF Haarp rc

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BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Wow, that poster is amazing. Can't wait to see it in the map!

Also can't wait for the skybox. Or the next version of 3-2! Or anything else =O
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
I forgot to post screenshots last time I tested it. These are of a11, which I think is still the current version.


http://dl.getdropbox.com/u/1490725/ctf_haarp_a110013.jpg
That is near the balcony near 1-2. The pipes aren't aligned correctly. Also, you can jump up onto that brushwork that the pipe goes into. I don't know if you want us to or not.

http://dl.getdropbox.com/u/1490725/ctf_haarp_a110011.jpg
http://dl.getdropbox.com/u/1490725/ctf_haarp_a110012.jpg
Pipes aren't coloured the same.

http://dl.getdropbox.com/u/1490725/ctf_haarp_a110010.jpg
I forget what I had taken this screenshot for, but I think it was because I saw a red player go back into that forward spawn after we had capped the first point. (Stage 3, I do believe)

http://dl.getdropbox.com/u/1490725/ctf_haarp_a110009.jpg
This reflection looks weird.

http://dl.getdropbox.com/u/1490725/ctf_haarp_a110007.jpg
The door to the room behind it to give that wall some detail doesn't look right. If you take another second to look at the building, that is one small room behind the door. Barely large enough for one person to fit in comfortably. I'm weird like that and notice things like this, so do what you want. It doesn't affect gameplay, nor do many really notice it.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
855
Hey look! HAARP's not dead!

Here's more WIP. The transition of the outdoor areas to snow isn't totally finished yet. I'm not sure exactly what I'll do with the skybox and the lighting:

ctf_haarp_a130003.jpg


ctf_haarp_a130001.jpg


ctf_haarp_a130002.jpg


ctf_haarp_a130000.jpg
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
Nice nodraw or skybox texture in the first pic :p

The style looks lovely.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
855
Wow, thanks for all the nice comments!

I'm going to try and get a new version with more detailing, and a few layout changes into Friday Gameday. Unfortunately it's still missing some custom props, missing a skybox, and a good snowing effect. But that'll all come later :p

Please say you did something to the boring 3-2 :/

I haven't decided exactly what I'll do just yet, but there will be changes to 3-2.
 
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Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
855
Finally, here's another update. It's not quite beta, but it's getting close.

BTW this is alpha 14. I skipped 12 and 13 because I kept making backups and delaying this update.

ctf_haarp_a140000.jpg


-------------------
ctf_haarp_a14
-------------------
Gameplay Changes:
-Added the new hybrid HUD
-Red's respawn time for CP 3-2 increased slightly.

Layout changes:
-Removed the giant pipe in section 1, and replaced it with a small wall of cover.
-Removed some of the glass around CP 1-2, making the point easier to capture.
-Reworked the area leading up to CP 3-2. There is now an extra piece of cover for blu inside the main entrance, and the glass room across from the hallway should be more useful for Blu.
 
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Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Just did some flying around. Random thoughts. (Yes, I know it's alpha, but I have to nitpick over something...)

  • Very clean func_detailing. There are still a few floating around, but it might not be worth the effort to fix.
  • I don't see any areaportals. Not that you need them (ironically my computer is a bit too good to do perf testing :p) but just throwin' that out there.
  • On the areas with falling-deaths, you could put a non-solid brush (perhaps with sky texture) so that when people die, their bodies land just below it (thus, being 'invisible' at least from above) rather than appearing to stop in midair.
  • In the snow-dusted entrance to the final building, the wires on the floor (a whole untweakable model, I know) disappear into the wall.
  • The final point looks like it could be an awesome vista, but it still looks like the spawn-backed-sentry-crossfire-of-death-with-snipers-at-the-desk for attackers. I fear it, even with that new bit of bulletproof glass.

Most everything is nicely clipped, but found a few possible spots. Some are along fences, and thus maybe unsolveable, I just circled one in this picture since the person is "inside" the lamp.


Capture point roof isn't quite high enough for the hologram.


Small texture alignment issues with curvy pipe. (Aren't there always?) Also the pipe texture itself at the 90-degree pipe bend.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
855
In an unprecedented move, HAARP has been updated to a15, just over 2 hours since a14 came out.

(AKA I fucked up)

-------------------
ctf_haarp_a15
-------------------
Gameplay Changes:
-Red can no longer access their forward spawn in section 3 after CP 3-1 is captured.

Layout changes:
-Fixed an invisible wall
 

Radaka

L420: High Member
May 24, 2009
491
244
a15 is now uploaded to the EU server for gameday, and to the US server just because I won't be at the gameday (asleep) because I still want to play it later.

EDIT: Internet's screwing up, can't finish the upload to US server, so I'll do it tomorrow. The map is on the EU server for gameday though :) 'Night
 
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