CP Longrun

Discussion in 'Map Factory' started by pfh12998, Aug 19, 2013.

  1. pfh12998

    pfh12998 L1: Registered

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    Hello everybody! This is my new map, cp_longrun! It's a A/D map in the style of the beloved (begrudgd) by most gorge! MAP IN ALPHA! Feedback is greatly appreciated, especially critique!

    The map has 3 control points, A, B, and C.

    Enjoy! :)

    - Also, sorry for taking so long, life stuff (ie school gives me no time for map making!). I should really try to communicate more :p

    Changelog below! Major update! Spawnrooms! Signs! Times! Streamlining!
     
    Last edited: Sep 20, 2013
  2. Valkyrie

    Valkyrie Guest

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    Screenshot 4 made me laugh more than it probably should
     
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  3. Egan

    aa Egan

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    We played a1 in a small impromptu test and gave you some feedback here. The recorded demo is located here if you want it. Let us know in chat later if you fix those things, and we could add it to another impromptu test sometime. (Otherwise submit it to a gameday thread).
     
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  4. pfh12998

    pfh12998 L1: Registered

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    WOW Thanks! Means a lot to me :) I'm also working on entry for the detail entry so it might take a little longer for a new version than it should.

    EDIT: after reading feedback, I'll put more arrows and lower the start times and stuff. The func_spawnrooms ARE there, just in the very starts of the spawn rooms. Will get to it shortly!
     
  5. pfh12998

    pfh12998 L1: Registered

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    I'm NOT DEAD! Yet...

    Sorry about no updates, will have pics tomorrow. School has been HELL!- No time for anything else, mostly, but I have been able to edit the map, it flows much better now. Unfortunately, the laptop in which I have been working on this map has an error in which TF2 cannot work- therefore I could not have watched the demo. UNTIL NOW. I will watch it and edit it accordingly to what works better.

    I'll be back!


    PS. I found a map named "Longrun" here- even tho it's dead, I really want to change the name, so I'll concoct something up for the next release.

    EDIT: I won't be changing the name.
    I saw the demo. My face lit up like a lightbulb at the first offense- not much changes there, but I made the side area ( the one with the bridge) smaller.
    After seeing demo, yeah, the map is preeetty big. Amazingly it works, but I'm going to continue trimming away the fat, add better cover (less props!) and such. Oh, and there are a LOT of arrows. Mhm. I'm also rethinking changes I did based on feedback.

    Thanks SO MUCH for the feedback! I hope to see the next version tested on the next test/gameday! (to all your chagrin hehe.)

    PS That weird door in mid opens for RED at A, closed at B, then opens for BLU when you cap B. Hope this helps- I should make things mroe clear tho, too. Will release a better version sometime next week, hopefully :) Goodluck!

    PPS Will lower spawn times to 3 (BLU) and 6 (RED), then increasing by 2 seconds each cap.
     
    Last edited: Sep 8, 2013
  6. pfh12998

    pfh12998 L1: Registered

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    UPDATE! The update will come when it comes. In the meantime, here's some screenies:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    EDIT: No need for the issue.
     
    Last edited: Sep 15, 2013
  7. Mr.Late

    Mr.Late L7: Fancy Member

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    Btw, put the pictures to the public folder in Dropbox so we can see them as well.

    To my knowledge, you cannot put overlays/decals on moving surfaces.
     
  8. pfh12998

    pfh12998 L1: Registered

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    Yeah, I know. I found the right props (the billboard arrows) I'll put them on the public one right away, thanks for telling me :)
     
  9. pfh12998

    pfh12998 L1: Registered

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    UPDATE! WOO! Changelog is as follows:

    ------current version = alpha2-----9/21/2013------
    -Slimmed down mid area
    -Added more cover
    -Replaced entire right area with a route for Mid spawn to A, and A to B
    -Added a mid spawn for easier access and quicker game play
    -Mid spawn starts for Red then is disabled when A is captured, spawn is then used for Blu when final point is in play (when B is captured)
    -Added various signs to better guide players
    -Fixed obscene spawn times (longest spawn time is now 10 seconds)
    -Added more textures and props (detailing)
    -Changed all brush-based incline stairs to use developer textures for now
    -Added overlays under med kit and ammo kit spawns to indicate their positions
    -Added a few props to mid, B, and such
    -Fixed the obscene size of the Large Medkit's warning size
    -Shortened down last point's alternate route
    -Refined Red's final area heavily
    -Refined brushes for better cover and navigation, and hopefully game play



    Hopefully, we can test it soon, and I'm also trying to get it onto another server through a community, which will then open up more testing! Anyways, as always, enjoy!