Hella

CP Hella b1

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tyler

aa
Sep 11, 2013
5,100
4,622
Alright well that pretty much seals it. Next week sometime I'll change it and see if I can improve it any more at all.
 

tyler

aa
Sep 11, 2013
5,100
4,622
a10:
made some stairs between B and C recede into the wall when B is capped
changed the black hole back to horizontal, added an ending sequence for it
some minor detail
lots of optimization around the BLU spawn and A area
http://calcified.net/maps/cp_hella_a10.bsp.bz2

Here are pictures of the back hole (looks better in game; ending sequence triggers when RED wins) and of the stairs that recede (pictured halfway in on purpose):

2012-05-11_00001.jpg

2012-05-11_00002.jpg
 
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Bereth

L4: Comfortable Member
Dec 13, 2011
170
197
Noclipping through that particle kills my fps. Probably want someone with a bad computer to come in a test it out.

Clip the area below the windows so I can just run through them. All of them plox.

That's some z-axis fighting.
i6gMRxQehJc1e.jpg


This blade of grass sticks through the floor.
ibp9YT3sq9in5g.jpg


This thing's fade-distance is a bit low. I can't even see it from across the close part of the map when I look right at it.
ibmSh2hjzFw7UH.jpg


From a distance these windows are black.
iwRGFpZcTlqIK.jpg


Lots of these props have a bit low fade-distances.
iwvUnziBbxToC.jpg


Pleeeeease clip this prop.
i5enJa10cwyjJ.jpg


This roof looks... weird.
iMpYm7mxLK23i.jpg


Can you add a light here? It would emphasize the location as well as making the roof look a bit brighter.
ibrSIp6QnUSfop.jpg


Otherwise: eh. Let's test it.
 

tyler

aa
Sep 11, 2013
5,100
4,622
Chaofanatic made me a really kick ass particle system, you guys.

http://www.youtube.com/watch?v=-1SDIXIhZqI

Dormant, active and dying states, for gameplay, red winning and blu winning respectively. Sound effects are a work in progress that I'll be playing with the volume of in game.

as if I wasn't under enough pressure to finish this already
 

tyler

aa
Sep 11, 2013
5,100
4,622
Hey so expect a release of a11 pretty soon here. Other than adding in Chaofanatic's particles (above) I have some other changes planned

1i7KA

Adding an upper area for red here, kind of like on Upward, and also trying to shrink C a bit

1i7rv

In general I am reducing a lot of the extra props and bullshit around the map for performance reasons mostly, but also because it just got out of hand. This isn't a trade map (yet). I bet you can't even tell what I removed, and that's a good thing

1i7La

Along the same token I deleted all the shit that was out here because it looked neat but I can't optimize it. I will try to strike a balance between something interesting and the dull expanse that is Thunder Mountain stage 1

1i2Sd

Did I ever post this sign that Seba made me? <3 Seba
 

tyler

aa
Sep 11, 2013
5,100
4,622
for the first time in about five months, a release

download a11

pretty sure everything is packed correctly, but the black hole is tricky

a11:
got rid of receding stairs, not that important
new black hole courtesy of chaofanatic
new scaffolding at C, in addition C is somewhat smaller and red has a slightly redone spawn situation
prop reduction and better optimization across the board
loads of new detailing

million images:

2012-11-01_00001.jpg

2012-11-01_00002.jpg

2012-11-01_00003.jpg

2012-11-01_00004.jpg

2012-11-01_00005.jpg

2012-11-01_00006.jpg

2012-11-01_00007.jpg

2012-11-01_00008.jpg

2012-11-01_00009.jpg

2012-11-01_00010.jpg

2012-11-01_00011.jpg

2012-11-01_00012.jpg

2012-11-01_00013.jpg

2012-11-01_00014.jpg

2012-11-01_00015.jpg

2012-11-01_00016.jpg


download a11
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,709
2,587
I'd ditch the filing cabinets (7). They look so small next to those computer terminals.

Also Mann Co. signs don't belong in a RED facility (6), and double doors really ought to be pushed together to not have a frame between them (9).

Everything else looks amazing so far.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
This map shall be remembered on my mind, forever, as cp_megalag.
 

tyler

aa
Sep 11, 2013
5,100
4,622
Can you for once post something useful or constructive rather than a banal comment? This is what you do in every thread and it is really starting to bug me. You don't need to post a shitty joke in every thread dude. You really don't.

Where is the lag? Why does it happen? This map is actually optimized really well for the most part, as are the particles! Just saying it gives you a lot of lag is such a useless post; at least post a screenshot of where it happens with what your FPS is there and in other areas or something. I can't fix it if you just post a dumbass comment like that, and fun fact dude, that's all you ever do.
 
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GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
All right. I can't tell much of the map, but anyway, I can only tell attacking at the last CP. The whole point felt cramped, and there was quite a lack of directions. I just went forward. On the last point, everyone on RED could use the height advantage to make C almost impossible to capture. The path was confusing, and there were very few options for attackers. On the lag, probably me (170 something ping) caused it, and Rikka did not help at the start (880 something ping). So I was permanentely stuck. Anyway, I guess C was the fatal flaw for the map.
 

PHISH

L1: Registered
Sep 14, 2012
41
21
This weekend was the first time I played it, I thought it played well overall. First two points seemed pretty well balanced, difficult to hold and reasonably possible to cap. I didn't have fps issues and I occasionally do on other maps.

I liked the interplay between the lower level and upper level just outside of the last point, but the last point is the only point where there might be a situation with defenders having a more than reasonable advantage. This is just from fuzzy memory, but it seemed like there was a pretty overwhelmingly powerful sentry position on some of the catwalks on the defenders spawn side, and given the layout and the final cap point that made for a very difficult attack. That may be something to look at if you are looking at achieving a different balance on last.

One other note is that the particle effects in dx8 seemed to lack an alpha channel, the black hole effect was rendered as full squares with no alpha. Despite this the effect was still awesome :)
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597
So i'm not sure i like the final point. You say you've changed the catwalks, so odds are you've fixed this, but when attacking C i felt like either i could attack through the lower area, and just get sniped or outranged through the big doorways, or, once i'd found my way up, end up in a small space where either i'd be killed by the sentry opposite, or the waves of defenders coming through the upper spawn.

I guess you're kinda going for a "Gorge" feel at last, and two things that are cool about gorge's upper route are:
1) The lower and upper route go through the same space. You can take the upper route and then drop down into the lower, or use it as a way to block counterattacks. On Hella, it's an entirely seperate corridor. Get attacked in there, you're miles from the rest of your team. It's a lot easier for a single rocket-jumper to push players back.
2) The attacker's area on Gorge is really big. There's plenty of room to move about there, and you have the advantage over the defender's raised positions, meaning even good defensive positions can only really cover the point and lower entrances.
 
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Idolon

they/them
aa
Feb 7, 2008
2,128
6,141
This map shall be remembered on my mind, forever, as cp_megalag.
more like cp_hellalag amirite


First time playing the map last gameday. I'm not sure if I like it or not, I'll just go ahead and blame team imbalance before jumping to conclusions about things being un-fun. However, I did feel like attacking B was a slog for some reason; I never had time to rest. Possibly because it is wide, and all entrances open into the same open area? I don't know.
 

tyler

aa
Sep 11, 2013
5,100
4,622
After I watched the STV, I realized that there were two separate rocket jumper soldiers, one using the mantreads, on the same team. That's the kind of shit that really doesn't help on Hella, which is already designed to be hard for BLU. My mission for this map is to make it hard without it feeling unfair, after all. That probably played into your frustrations.
 
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Freyja

aa
Jul 31, 2009
3,020
5,858
On the lag, probably me (170 something ping) caused it, and Rikka did not help at the start (880 something ping).

Ping is network lag. That has nothing to do with the map at all, and is by no fault yylers, but rather is your connection somewhere.
 
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