Isselund

CP Isselund a3

Hipster_Duck

L2: Junior Member
Dec 20, 2015
99
71
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!
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
595
1,191
  • 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...
 

Gorgonzilla

L3: Member
Dec 1, 2016
133
41
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.

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

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

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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.


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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.



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Good clipping here.


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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.

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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 :^)
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
595
1,191
  • 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...