CP Marinara B0

I went with a spaghetti theme, guyz

  1. RodionJenga

    RodionJenga L5: Dapper Member

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    Marinara - I went with a spaghetti theme, guyz

    Still in planning: Other stages, layout, a better theme, better lighting, balance, etc
    Not in planning: Symmetry

    Stage 1 Point 1


    Stage 1 Point 2
     
  2. DrLambda

    aa DrLambda L69: Teeheehee, Member

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    As requested in chat. Prolly like 17 hours of work and totally not stolen and badly photoshopped from the internet.

    spaghetti.jpg
     

    Attached Files:

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  3. RodionJenga

    RodionJenga L5: Dapper Member

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    Here's what's new for S1's A2:

    -Point A:
    --General rejiggering of area
    --Blue spawn is further back, at a different angle and has an additional exit
    --Capture area slightly bigger
    -Point B:
    --One path from A closed, may be reopened if this is bad
    --The top of the cap point overhang thingie is now nobuild

    Read the rest of this update entry...
     
  4. zahndah

    aa zahndah professional letter

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    That Overhanging arch thing looks really bad imo, i'd say flatten the top of it a bit more (it looks really spiky atm) and have a different texture for the top compared to the sides.
     
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  5. RodionJenga

    RodionJenga L5: Dapper Member

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    If it does what I want it to do I'll def make it prettier, I wasn't really thinking about aesthetics when I made it.
     
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  6. RodionJenga

    RodionJenga L5: Dapper Member

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    Slight changes from A2, but I guess I'll make it a whole big A3

    - Cap times lengthened from 3&6 to 5&10
    - Route I blocked for A2 is now unblocked!
    - Part of BLU spawn wall slightly thickened to hide doors once they open
    - Modifications to grating/windows in the point A building
    - Un-nodraw'd things
    - Arch at BLU spawn improved, clipped
    20161019210201_1.jpg

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  7. RodionJenga

    RodionJenga L5: Dapper Member

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  8. RodionJenga

    RodionJenga L5: Dapper Member

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    Not much feedback so not many changes, but here's what's new for S2's A2:

    Point A:


    Point B:


    -Red spawn area is elevated, further from the point, and with more cover
    -Some brushes at Point B converted to displacements
    -Greenhouse's glass texture changed to a different stand-in. The final texture will probably be a combination of the two if i can't find something better
    -Ammo pack in the greenhouse is now large
    -Minor clipping and geometry changes
    -The minorest of detailing

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  9. RodionJenga

    RodionJenga L5: Dapper Member

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  10. RodionJenga

    RodionJenga L5: Dapper Member

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    Pretty big changes to the Blu spawn, Point A, and flank route areas of Stage 2.

    -Blu setup gates should be less spammable, Blu usually exits level, not uphill.
    -Attempted to increase cover and decrease sightlines


    -Flank route is not as far from the main route laterally, borders greenhouse building for a bit more "connectivity"

    -Slight aesthetic changes to Stage 3 Connector building
    -Red crescent removed

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  11. RodionJenga

    RodionJenga L5: Dapper Member

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  12. RodionJenga

    RodionJenga L5: Dapper Member

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    Here's what's new for Stage 3's A2

    -Layout streamlined, especially between the points. Lets see if this works better
    -Final room: layout changed, cap zone shrunk slightly, demo mooved, all the important stuff
    -Various small fixes


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  13. Narpas

    Narpas L4: Comfortable Member

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    It's a good thing you kept the cardboard cutout
     
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  14. RodionJenga

    RodionJenga L5: Dapper Member

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    Hey, only get to do a few more of these, people :O

    Here's what's new for A3 of Stage 3

    -Layout streamlined even more (hopefully?)
    -Red spawn is more protected from the last point and the last point is more protected from red spawn
    -First area and first point enlarged and geometry changed
    -Preliminary soundscapes
    -Demoman has been moved to a less distracting area
    20161225003517_1.jpg 20161225003535_1.jpg 20161225003717_1.jpg

    Screenies to come, Happy Christmas!

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    Last edited: Dec 25, 2016
  15. RodionJenga

    RodionJenga L5: Dapper Member

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    Not done with this map by a long shot, but here's the state it's in for contest judging:
    -All stages present and functional (probably)
    -About 30% artpassed, hopefully you can at least see where I'm going with this
    -Small part of the WIP 3D skybox included
    -Spawn times and cap times are now uniform across the stages
    -Doors added to the side of the greenhouse near point 2B
    -Flank route added between points 3A and 3B

    20161230123737_1.jpg

    20161230123654_1.jpg
    20161230123802_1.jpg
    Read the rest of this update entry...
     
    Last edited: Dec 31, 2016
  16. RodionJenga

    RodionJenga L5: Dapper Member

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    Thanks to everyone who gave feedback during the contest, now to knit that all together (even the parts that are contradictory!) and make a better beta.

    I have at least fixed the setup door and greenhouse door errors!

    In the meantime, I regret to inform you that I'm going to be leaving behind the spaghetti theme in favor of this newfangled "mars" business, but here's an image of some detailing that never was :,(
    20170124175859_1.jpg

    Thanks again @DrLambda
     
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    Last edited: Jan 25, 2017