Hella

CP Hella b1

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GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
I know. I just had a bad experience with testing in this map.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
I think I said it but I really don't like current last. It's just too big to be fun playing in, I think - have you compared it to Gorge for example?
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
You should really put some bright spot lights in the entrances/signs leading to C. They seem a bit on the dark right now.
 
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Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
is it supposed to look like this
cp_hella_a110000.jpg
 

tyler

aa
Sep 11, 2013
5,102
4,621
I am going to detail last and make a 3D sky that isn't shit and call this done. I will never be happy with it.

I need someone to help me with C. I need a model for the final point. It will be big and require a lot of work. Let me know if you're interested in working with me. I can offer you only gratitude and the chance to have your work in a map people inexplicably love.

Also I just realized HDR cubemaps didn't compile right for a11a, sorry.
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
286
279
You should think about making all the detail in the final area revolve around the last point's cylinder. It helps as a visual guidance and looks great.

Example: Instead of having crisscrossing beams on aligned to the grid, have some Ibeams shooting out of the center cylinder until they hit a wall or something.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Or maybe even — as crazy as this sounds — tweak the layout so the whole room is circular. Albeit with a lot of square bits jutting into it. Kind of like what Mangy and, to a lesser extent, Ace did with their artpass entries.
 

goatcheese3

L1: Registered
Dec 30, 2012
37
5
Am I supposed to get up here?
iSdFeTicRp0zj.jpg

I can then drop down here
ijMPXDeQ86Biq.jpg

into here, where I look upwards
iGgyG55Lkq1UQ.jpg


Also, cubemaps

Spectator
ibur7G3LJwR42r.jpg


Not Spectator
ifSQMhEVKyHD7.jpg
 
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phi

aa
Nov 6, 2011
832
1,815
Here's phi, excited to announce that the map's getting updated again

No turning back now...

cp_hella_a13

Download: Dropbox (BSP, repacked)

Changelog:
- massively redone A point
--- turned map into a sort of Z shape, bending the A approach 90° relative to how it was
--- this will improve vis and gameplay simultaneously
--- added extensions onto a-b connector
--- upper area that now looks over A
--- small door that links between both halves of the connector
--- A point is now 45° turned relative to how it was, and is farther out
- minor changes to C - added different ramps to area below point
- small changes to pickup placements
- minor changes to B

Screenshots:
2015-08-16_00001.jpg

2015-08-16_00002.jpg

2015-08-16_00003.jpg

2015-08-16_00004.jpg
 

yoseph

L1: Registered
Apr 28, 2015
18
2
Looks brilliant so far. I'm a huge fan of open, sprawling maps and 3cp maps in general. The parts that are detailed are superb, and I'm discovering a whole bunch of clever ways to manoeuvre as scout and soldier. I really look forward to playing this/seeing it finished!
 
Mar 23, 2010
1,872
1,696
hellya!! nice changes!!!
 

phi

aa
Nov 6, 2011
832
1,815
here's a small update-

cp_hella_a14

Download: Dropbox (BSP, repacked)

Changelog:
- changed pickups around and behind B
--- reduced ammo amounts
- added flank route on C
- added slight raised platform on the far side of C where medium health is
- small changes to overall geometry
- prop fade distance changes in spots

Screenshots of relevant changes:
2015-08-18_00003.jpg

2015-08-18_00004.jpg

2015-08-18_00005.jpg