CP Isselund a3

Linear 3cp a/d map set in a geothermal facility in Iceland.

  1. AsG_Alligator

    aa AsG_Alligator trigger_hiss

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    Iseelund - Linear 3cp a/d map set in a geothermal facility in Iceland.

    Lets hope it wont suck....
     
  2. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    can we get some screenshots?
     
    • Agree Agree x 4
  3. Hipster_Duck

    Hipster_Duck L2: Junior Member

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    Just some feedback from walking around it because they're important:
    -You can hop out of the map here with ease by jumping over the fence I'm standing on.
    20170317125330_1.jpg
    -Your skybox is kinda low
    I'll leave the rest of the less important stuff for when I get a chance to play it in an imp, the map looks great so far!
     
    • Agree Agree x 1
  4. AsG_Alligator

    aa AsG_Alligator trigger_hiss

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    • Added forward spawn for BLU (enabled when B point is captured).
    • Moved resupply cabinets in RED spawn down to main room (engineers have to run all the way down to resupply metal).
    • Fixed missing playerclip in exterior area near C.
    • Clipped a bunch of stuff.

    Read the rest of this update entry...
     
  5. Gorgonzilla

    Gorgonzilla L2: Junior Member

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    29
    Hi, I just had a run around of a2, andthese are some of the things I found:




    CLIPPING:

    20170319183030_1.jpg

    There will be a lot of clipping photos in this, I know it's alpha 2, so it's not that big a deal now, but just for future reference.
    This here could be clipped off so that people can't stand up here and spam people coming off A.

    20170319183428_1.jpg

    This is the outside of the building just so you know which one it is.

    20170319183227_1.jpg

    Please also clip all these holes in the walls, you probably will cause it looks like detail area, but just in case.

    20170319183506_1.jpg

    This area isn't so much in the gameplay area, but it would be nice if they were no collision and had player clip instead.


    20170319184021_1.jpg

    Little bit of messy clipping, you'll probably be doing it more carefully later on. Also you could clip the struts so the wall is smooth.


    20170319184105_1.jpg

    Don't know if you want to clip the windows so people can't stand on the ledge.



    20170319184315_1.jpg

    Good clipping here.


    20170319184503_1.jpg

    Please blockbullet this, it might be annoying for demos if their grenades fall down here.


    MISCELLANEOUS:
    20170319183259_1.jpg

    What is are the teams trying to cap here? Why is it a last point? Resources? Land?

    20170319183345_1.jpg
    20170319184412_1.jpg

    Perfect hight for a scout with the Winger to double jump to.

    20170319183409_1.jpg

    Might be just cause my computer has all lowest settings, but the lighting on the rock looks like it's coming from above.

    20170319183821_1.jpg 20170319183826_1.jpg

    Spot the problem ;p
    Also maybe add something at the top of the fence.

    20170319183802_1.jpg

    Very dark area.



    20170319184617_1.jpg
    Last thing, are all the stairs in blue spawn the same hight? (96hu?) Kinda looks a bit strange.




    So that's all I got for now.

    Sorry for the length of the post :^)
     
  6. Crowbar

    aa Crowbar perfektoberfest

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    EDIT: I also want to add that if area is spytech, it already explains anything. Because spytech areas are where all the stuff is controlled, and are always important.
     
    • Thanks Thanks x 1
  7. AsG_Alligator

    aa AsG_Alligator trigger_hiss

    Messages:
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    • Added cubemaps
    • Added forward spawn for red at B. It is only active until blu caps A.
    • Added forward spawn for blu, between A and B, activates when B is capped.
    • Remade C point, old C room is now red final spawnroom.
    • Some minor layout changes and bugfixes.

    Read the rest of this update entry...