Haarp

CTF Haarp rc

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littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
Here's the last batch of screenshots I've got for a15. i think there's one more odd coloured prop in this batch of screenshots, but I won't include anymore after this post.

http://dl.getdropbox.com/u/1490725/ctf_haarp_a150021.jpg
There's one of those lights here that I'm sitting on. The rocket jump spot isn't very useful, but you should make it nonsolid.

http://dl.getdropbox.com/u/1490725/ctf_haarp_a150022.jpg
Misaligned.

http://dl.getdropbox.com/u/1490725/ctf_haarp_a150023.jpg
http://dl.getdropbox.com/u/1490725/ctf_haarp_a150024.jpg
I know you can fix them, but there are some more. Also, I'm curious. What causes that weird colouration? Props that stick halfway through a wall or something?

http://dl.getdropbox.com/u/1490725/ctf_haarp_a150025.jpg
I'm on a light in RED's spawn on stage 1.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
855
Update out! In addition to fixing the door bug, I went ahead and changed a few other things, one of which is a pretty major change.

This could be the last alpha... maybe.

-------------------
ctf_haarp_a16
-------------------
Gameplay Changes:
-The control points no longer act as Red dispensers.

Layout changes:
-Fixed a door that allowed Blu to access a previous section of the map.
-Changed the location of a medium health kit in the area leading up to CP 2-2.
-Raised the glass around CP 3-1 slightly.
-Moved Red's spawn for CP 3-2 back further.
 
Last edited:

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
855
D: Nooooooooo!

Yeah I know. I really like the idea of them, but I want to remove them for 2 reasons:

-It sucks when 1 or 2 heavies camp the point, because they can be obnoxiously-hard to kill.
-The dispensers were added to encourage Red to block captures by standing on the point. But now that people are more familiar with AD CTF, that encouragement isn't as necessary.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
The raised glass is good. You can still get up over the glass as a Soldier on BLU, but it's slightly tougher (I have to crouch now).

Once BLU caps 3-1, if a RED player is still in the forward spawn, they can get behind enemies and cause havoc. Maybe have the spawn door be open until all players leave? I dunno...

I didn't take any screenies this time as I didn't see anything that needed fixing. All I've got is on the ground entrance to 3-2, there's one of those outlet models from 2Fort - The one with the wires. It just leads into a wall...
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,874
2,989
ctf_haarp_a160001.jpg


"Waiter, zere is a light in my beam."

ctf_haarp_a160002.jpg


Blu (Grey?) Light in RED area.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
http://dl.getdropbox.com/u/1490725/ctf_haarp_a160003.jpg
In BLU's elevator spawn, I can jump up here.

http://dl.getdropbox.com/u/1490725/ctf_haarp_a160004.jpg
The texture doesn't fit right. Looking at the other end, which fits perfectly, I doubt you can get it to fit on both sides.

http://dl.getdropbox.com/u/1490725/ctf_haarp_a160005.jpg
In BLU's final spawn, I can jump up here.

http://dl.getdropbox.com/u/1490725/ctf_haarp_a160006.jpg
Different coloured rocks

http://dl.getdropbox.com/u/1490725/ctf_haarp_a160007.jpg
This is in BLU's spawn, the brushes don't match up.
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
That's beautiful.

Also, I know the exact trickery you're using because I'm totally going to do the same thing in my map, I think.

Don't you just make it so the skybox is an exact replica of your map, so when you're in the next stage you can't see it, because it's covered by world brushes anyway?

If this isn't it, I have no idea. But I love the custom models and the wires and...oh, everything. The cliffs aren't even boring! There's enough variation so you can't see any tiled textures. Love it. Can't wait for the beta!
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
855
I've toyed around with the scale and anything smaller looks too tiled.

I think it'll look better once I add the fog and a couple other things that didn't make it into the screenshot. But if the clay look persists I'll rework the texture.
 

skacky

L1: Registered
Sep 4, 2009
18
2
I think you should completely change that rock texture to a better and larger one. You can also put some rocks on the cliffs to break this impression of clay, while scaling down the texture a bit.
Very nice job with the skybox by the way, totally works!
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Yeah, perhaps have some of those rocks that jut out of the cliff and cover the top with snow.

I honestly don't mind that it looks like clay, but seems like everyone else does.