Liana

CP Liana b1

squ1rrel

L4: Comfortable Member
Apr 11, 2016
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24
Liana - 3 point AD jungle map.

My first map to be uploaded here. CP_Liana_a1 is a 3 point attack/defend map with the jungle theme (although it doesn't look like a jungle at the moment).

As Blu leave their spawn, there are a number of options such as ditches, tunnels and a building leading to the first point; housed inside a small building diving the first part of the map to the second.

There are 3 main routes leading to the second point which is surrounded by 3 large buidlings (all which players can enter) and connected by bridges.

A short walk from the second point leads inside to another 3 main routes (with some alternative routes) with varying height towards the final point; underneath, above and cp level. Not too far away is Red's spawn.

I'm interested into whether the layout works, timings eg cp capture, repsawn, set up, and the general countdown clock are suitable and or balanced.
 
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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
Fixed / Altered:
-Removed wonky stair prop
-Moved HP to more visible place
-Clipped wooden windows
-Simplified HP location at A
-Window at Blu exit higher+bigger
-Arranged Red spawn to remove door clipping
-Changed double doorway into single frame doorway
-Lowered cap times for A+B
-Added more HP/ammo to A+B
-Added a fence to a sightline to B
-Arrows to CP's now blue
-Reduced sight lines at A
-Forward spawns for both teams

Control point C Redesigned:
-The long 3 routes no longer exist
-Now similar to cp_gorge​
-Decreased sniper effectiveness
-Lowered upper balcony near cp
-Added corridor on left side of cp
-Increased HP/ammo
-Removed annoying spiral stair case
-Iconic half-life lift smaller+less steep
-Shorter distance to get to C

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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
Changes:
-Raised doorway by A
-Alligned ceiling brush by C
-Raised displacement to 'clip' doorway
-Changed hp size in response to anguish
-Put glass in window frames by B
-Made capzone wider on B
-Made hallway by popular red sentry spot wider
-Nobuild area under stairs by B/C entrance + clip the stairs
-Added another entrace to interior of C
-HP,ammo size increase under C
-Removed stair prop in Blue spawn
-Setup gates cannot be shot through anymore
-Added ramps to blue spawn
-Added new doorway near Red's forward spawn (no more 180's)
-Added second forward spawn for blue
-Clipped stairs in A
-Added window by sentry spot on A
-Redesigned area before A

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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
FIXED/ALTERED:
-Lowered size of ammo/hp by B
-Disabled collisions of destroyed crate
-Made original Blue spawn more distinguishable
-Added small hp/ammo by route under C
-Moved medium ammo pack to room next to B
-Added more light to Blue exit
-Applied better (more visible) glass texture
-Reduced amount of "teeny tiny rooms that look like routes"
-Reduced respawn time for Blue when attacking B+C
-Visual indicator that forward red spawn door won't open

MISC:
-Kept ramps in spawn to avoid fall damage
-Tall metal fences kept for now (still alpha; no need for detailing yet)

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squ1rrel

L4: Comfortable Member
Apr 11, 2016
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24
Hi wow thanks for that video! It was really helpful in explaining what aspects are balanced / too powerful and generally a good insight into the game play especially as I wasn't there my self. (wayyy better than the standard !fb and !gf).

A few questions:
1) To make that building by A easier for Red to defend, is it worth blocking off the doorway connected via that raised path to Blue spawn (the one you pointed out which made the building hard for Red to defend)?
2) Along with increasing brightness and HDR, are there anyway more ways make lighting look less bland + what do you exactly mean by 'bland'?
3) How do I make shadows less dark? Do I just use some light_spot entities or is there a better way?
 

Egan

aa
Feb 14, 2010
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A few questions:
1) To make that building by A easier for Red to defend, is it worth blocking off the doorway connected via that raised path to Blue spawn (the one you pointed out which made the building hard for Red to defend)?
2) Along with increasing brightness and HDR, are there anyway more ways make lighting look less bland + what do you exactly mean by 'bland'?
3) How do I make shadows less dark? Do I just use some light_spot entities or is there a better way?

1) -> Ya that would work I think.
2) -> Just turning on HDR would help a lot I think, since hdr also uses bloom which would just kinda enrich the scene a bit. I say bland like dark or dreary or samey. It's like in old movies when oddly the picture starts to get really dark, kinda changes the mood of the scene in a weird way.
3) -> You can make shadows less dark by either changing the color or I think increasing the intensity (the 4th light value in the env light settings for ambient). But I'd experiment with just turning on HDR before needing to do that.
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
Thanks to Egan for his map analysis. (more changes to C soon).
FIXED/ALTERED:
A:

-Blue's 1st forward spawn's ramp less steep
-Removed signs on floor by A
-Made corner buidling by A more defendable (blocked upper route from blue spawn)
-Lowered size of health pack in corner buidling by A
-Widened area by stairs in corner buidling
-Added balcony inside A (better defense hopefully)

B:
-Increased repsawn times for Blue when attacking B
-Lowered when attacking C
-Lowered Red respawn times when defending B
-Increased when defending C
-Flank route behind rocks too OP (removed some of the rocks)
-Replaced stairs leading to upper floor in flank route with a drop-down
-2 windows added (one which player can pass through)
-Blocked off large door frame (no longer connect 2 buildings via bridge)
-Other door frame partially covered
-Widened small door frame in misc area by B
-Blocked ground-floor doorway on flank route buidling
-Added stairs to the outside
-Added overturned truck to reduce sightline

C:
-Removed wooden sign in C lobby
Removed signs in red spawn (were confusing)
-Added door next to C point (breaks sightline+shooting blue from spawn)
-2 Windows added for visibilty
-Moved red [small] spawn exit back (doesn't overlook C as much)
-Raised ceiling in 'half-life lift' room
-Replaced metal barrier with chainlink fence in C lobby
-Moved large ammo pack nearer ramp
-Ammo on C hopefully moved to more visible places
-Added signs for red when exiting C


//
-Huzzah! I changed the ugly dark interior dev textures with brighter ones
-More arrows added
-Tried to improve lighting
-HDR compile
-Brighter light_env
-Brighter shadows

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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
FIXED/ALTERED:
A:

-Added wooden walkway next to upper blue spawn exit
-Clipped slanted geometry; next to upper blue spawn exit
-Removed crawl space in corner buidling (useless)
-Shortened length of metal fence (attemtps to make less of a choke)
-Removed OP balcony for red
-Removed corridor+doorway to the right of cp
-Replaced with a smaller area across cp
-Moved smaller entrance to cp+access from above (via dropdown)
-Added new flank (not easily spammed by red)
-Reduced sentry spots/effeciveness
-Moved blue's 1st fwd spawn to more sheltered area
-Allows more head room in A

B:
-Redisgned
-Hope to make sentries more viable
-Reduced blue's flank advantage
-Moved around hp/ammo
-Area before B redesigned

-Replaced sliding door with dynamic prop door (no clipping through roof)
-Visual indicator that fwd red spawn door won't open

C:
-Removed gameplay breaking shutter
-Widened corridor where ramp is of popular sentry spot
-Added ramp from lower to upper (makes lower more useful)
-Lowered size of big hp to medium
-Lowered height of 'main' entrance from lobby to cp (reduce sniper exploit)
-Added new route to cp
-Made red spawn small(ish-er)
-Removed small balcony exit
-2 main exits + lower exit
-Windows in buidling leading to C made opaque on one side
-2 new routes which avoid horrible choke (lead to lobby)
-Removed upper entarcne to lobby via main (choke room)

//
-Lowered max time to win to 10 mins (used to be 12)

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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
FIXED/ALTERED:
A:

-Added a medium hp to cp
-Moved small hp in corner buidling to somewhere less 'weird'
-Clipped hole where players could get stuck
-Added some clipping to upper setup gate

B:
-Removed collisions on wooden doors
-Reduced sight line at blue's 1st fwd spawn
-Replaced the tree with less obstructive crates
-Lowered size of ammo pickups
-Players can no longer enter blue's 2nd fwd spawn before B is capped
-Added extra entrances to flank house (less than one way into B now)
-Removed the stairs on flank house (less inviting for red)

C:
-Replaced crates for ramp on flank
-Added props to left flank leading to lobby (less empty)
-Replaced lower red spawn door with animated one

//
-Adjusted spawn times

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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
FIXED/ALTERED:
-Added more visible sign for red when exiting spawn (if doesn't work will rotate spawn)
-Added more visible sign for blue when exiting spawn

-Lowered brightness of house between A and B
-Removed useless tunnel under house
-Added another doorway to aid player flow
-Rotated stairs 180 degrees (flow)
-Made crouchable window into doorway on 1st floor (flow)


-Doubled length of main doorway to A (experiement)
-Enlarged A cp buidling (less chokey inside)
-Enlarged area before A by 96hu
-Blocked off route which bypassed point
-Increased time to cap by 5 seconds (gives red more of a chance to defend B)

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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
-Removed railings in blue's spawn
-Adjusted displacement to fully cover an area
-Clipped off small edge
-Removed small hp just outside blue's 1st fwd spawn
-Reduced sightline from B into Acp
-Reduced respawn times for Blue

I have a feeling I detailed too soon...

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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
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994
20180101202722_1.jpg
In Blu's spawn room, I can hit the resupply cabinet from under the second floor by jumping on the boxes.

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That dark doorframe doesn't look realistic.

20180101204410_1.jpg
20180101204622_1.jpg
Misplaced clip brush?
 
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