CP Lightning Valley

Discussion in 'Map Factory' started by phi, Jun 12, 2013.

  1. phi

    aa phi Within The Vacuum Of Infinity...

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    A 5CP A/D Steel-type map made with a goal of being included in the Pacific Pack.
    This map takes place on and inside a small island. It might be made with a theme of old ruins with a spytech base inside, or something else - still planning.

    A and E are very tentatively made - with A acting kinda close to Steel's A and E looking (but not acting) kinda like Steel's E, they're in a changing state and will probably be changed a lot as time goes on.
    I plan for there to be doors on all sides of the circular building at E, with two open from the start, and then three open as B is capped, all four as C is capped, and the entire encasing lifting off the point as D is capped.

    Might be cool, who knows. Download not available yet b/c I'm still making entities and clipping and that crap.
     
    Last edited: Jun 13, 2013
  2. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    mfg

    I put EXCACTLY the same thing in feldspar

    [​IMG]
     
  3. phi

    aa phi Within The Vacuum Of Infinity...

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    except yours doesn't have a water route under it
    [​IMG]
    [​IMG]
     
  4. phi

    aa phi Within The Vacuum Of Infinity...

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  5. nightwatch

    aa nightwatch

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    You've got a few black props.
     
  6. phi

    aa phi Within The Vacuum Of Infinity...

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    I also have no env_cubemaps.
    It's a side effect of rushing this release out the door. I'll have it fixed up for a2.
     
  7. Prestige

    aa Prestige im not gay anymore

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    E was so painful i changed maps. red has that tiny area and blu has to spawncamp to win. it was also really dark. i do think the removing of cover on E as blu capped the points was kind of interesting as it made it more of an option to start that E cap and dont go after A i guess?? but then a demo/soldier can spam it so IDK
     
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  8. phi

    aa phi Within The Vacuum Of Infinity...

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    So the main problems (from what I can only tell from reading feedback since I wasn't at the test) was probably the direct sightlines from spawn doors to some points (like C) and the placement of doors and spawn rooms around E. E probably in general needs a remake, which I'll probably end up doing after I look over the stv and get a little more feedback.
    In general I'm hoping to push the spawn doors back around E, and remake the area between C, D and E to make a friendlier playing environment around E to hopefully make it more fun...

    I didn't see *too* much criticism of B, or C with the exception of spawn doors, I think A could use a little doing over and the D > E dynamic could be made a lot better.

    Any other notes you guys want to give me would be great. I wasn't at the test and I don't think people liked E much at all so anything that you would recommend I do to make it a little better would be nice.
     
  9. RaVaGe

    aa RaVaGe

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    I think your map has too much paths, especially at B and C, it makes the gameplay disjointed, focus on some chokepoints and scrap all the other paths, define some good spots for the sentries, and be more imaginative for your control points. You still can add additional paths if needed, but from what I saw, it was really disjointed and everyone was going everywhere without any idea to what to do.

    For your last point, you clearly need to work on your spawns, and to add some sentry nests, also, the attackers were always going from A, since it's way more short, so it's just a spamfest at this area. Create some higher zone, and a more easiest path from B.

    About the D, it's just impossible to reach it by the C point, work on that too.
     
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    Last edited: Jun 15, 2013
  10. phi

    aa phi Within The Vacuum Of Infinity...

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    Update: A remake is in the works. I've decided to scrap the entire map and remake it from scratch, using a completely different and unique layout while keeping chokes, spawns and the E dynamic in mind.
    A2 should turn out to be a lot better.