Mojave

CP Mojave rc

tyler

aa
Sep 11, 2013
5,102
4,621
I would argue that Dustbowl and Goldrush are nearly identical takes on the same concept and that's why I hate them both
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Patrolling the Mojave almsot makes you wish for a nuclear winter.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I want to get some opinions on wether I should do this or not, I might just try it and see if it works out better than before.
Beside that I will detail the cliffs in the map some more, and do stuff with that setup in stage 2.

Any other things that come to your mind I should change (if you respond please also respond about that linky)? :)
 
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Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
mojave%20%20cp1-2%20fix.PNG


Good? Or suggestions? :D
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
You can expect a series of pictures as I'm currently working on B2 (now I seriously am) and you can expect B2 soon!

So here are 2 pictures for you:

cp_mojave_b20000.jpg

cp_mojave_b20001.jpg
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Ooh it's cool to see a gameplay video that's recorded in my map. :p Thanks for sharing!

And here is another picture, I made the 3D skybox and the cliffs in stage 1 better so they look at bit more interesting. There are still some gaps to make less obvious, and you can always note some things I should fix!

cp_mojave_b20002.jpg
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
So B2 is now kind of done, I was stuck at the out of bounds of 1-2 though, but Ravage helped me out there (so thanks to Ravage!):

cp_mojave_b2_rav0000.jpg
 
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LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
I'mma say to you what i said to osiem.

You keep updating this so much its hard to keep track, but yeah. Do you want me to runthrough this in the same way i did for Snakewater? I keep meaning to, but every time i check you've just updated so there's no point.

So PM me or something just before you next update, shoot me a test version, and i'll bugfix.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Ah that would be very cool! I think might have a test version of B2 ready wednesday afternoon, and a runthrough of someone else would definately be very handy!
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622268973?tab=public

Clips into wall.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622197859?tab=public

Shadows on two of the lights.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622259064?tab=public

Odd shadow on here.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622256876?tab=public

This bugs me: displacement cliffs RIGHT up to the edge of the building. It isn't as bad as boundary, but adding a rim around the edge, then sticking a pipe in or something to clip it off would be good.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622255705?tab=public

I dont know that i like this. A door direct into the rock? and a scaffold built at presumably fair complexity, to store a few boxes?

Also this whole deathpit area is a bit sparse.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622204790?tab=public

I'd stick some corrugated iron or something under these, rather than just sticking a red overlay on red dirt.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622237814?tab=public

Twice these conduit props are used sticking up from the wall. That thing sticking up from the rest of the prop is a wire hanging down, on closer inspection: it's meant to be all against the wall.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622236713?tab=public

Another healthpack that needs something more visible under it.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622235290?tab=public

This is one of the sharp-edged cliffs i mentioned in chat. (subdivide is not your enemy, particularly in such a straightforward edge as this.)

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610621699341?tab=public

Reminder to pack the sun.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622218054?tab=public

I'd use a different prop here. This conduit is designed to carry wires from inside and outside a building into the ground. Just attaching the wires to the edge of the roof would do.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622241955?tab=public

This might just be a non-final lighting thing. Regaerdless, massive odd shadow.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622275856?tab=public

Thats a pretty wide bit of wood.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622223527?tab=public

Nodraw face.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622213494?tab=public

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622257869?tab=public

This texture isn't really good for stairs. Also, make sure the step textures are aligned differently.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622257869?tab=public

You can see the lights in the windows from below.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622260226?tab=public

Considering all the neat wood throughout the map, this random bit of broken wood looks odd. Also, it doesnt make sense- how is that wood holding together.

I'm guessing the point is to not break up vision too much while blocking people just jumping onto the rock. I can't think of any other way to do this, i'm afraid... so i'm just nit-picking. Don't mind me.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622199305?tab=public

:blink:

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622284149?tab=public

Another sharpish displacement.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622212472?tab=public

Barrel clipped into wall.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622212472?tab=public

Too many vents, vent leading directly into rockface.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622273392?tab=public

Overlay on one face, but not another.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622203155?tab=public

Sorry, i can't say i like the radar dishes/silo combination either.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622232650?tab=public

You dont really need both those lamps, i think.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622274197?tab=public

Put another rope from the other side of the wheel into the window. Also,who attaches a bucket by the inside of the bottom.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622227320?tab=public

Skewed door overlay at A.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622227320?tab=public

That map is a bit big for the room its in.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622279856?tab=public

I dont get why these benches are here, even if you ignore that they're medieval.


http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622285841?tab=public

Window could use a frame.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622216647?tab=public

Grass sticking through the floor.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622277535?tab=public

What does this crane lift? where does it lift it to?

This same prop is used similarly inexplicably at A, actually.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622201987?tab=public

You dont really need both these lights. You could move the lantern to illuminate both areas.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622234004?tab=public

Another door into solid rock.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622228640?tab=public

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622208251?tab=public

Window on one side, wall on the other.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622220116?tab=public

I'd throw in a few extra keyframes on this rope. The way the lights are wired is haphazard enough that you can imagine all of these lights being hiked into a single plug through a window into someone's office.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622224804?tab=public

Alignment on this overlay. Sorry, they're a bugger. To avoid/fix the problem, could you move the overlay back to the bottom of the ramp, to where issues would be less noticable.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622226183?tab=public

de-align your stair textures.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622222168?tab=public

Skewed door overlay.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622285033?tab=public

De-align your stair textures.

http://steamcommunity.com/profiles/76561198010698558/screenshot/595824610622221231?tab=public

And finally, what's reflecting so brightly red. Is it the sign above the door?

Anything you need clarifications on, let me know.

As for when i've basically pooh-poohed something, let me know and i'll try and help you replace it.
 
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Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
CP Mojave B2 and CP Mojave Event are out!

CP Mojave B2

Download:

TF2Maps: http://forums.tf2maps.net/downloads.php?do=file&id=4415
Dropbox: http://dl.dropbox.com/u/754215/CP Mojave/B2/cp_mojave_b2.bsp.bz2

Changelog:

25/10/2011: B2:

- Adjusted gameplay at CP 1-2
- Lots and lots of minor bug fixes
- Detailed the 3D skybox

Screenshots:

cp_mojave_b20017.jpg

cp_mojave_b20009.jpg

cp_mojave_b20014.jpg

cp_mojave_b20010.jpg

cp_mojave_b20011.jpg

cp_mojave_b20012.jpg

cp_mojave_b20013.jpg

cp_mojave_b20015.jpg

cp_mojave_b20016.jpg


Thanks to:

TF2Maps, Hampshire Heavies, The Cafe and 2f2f for playtesting
Selentic for setting up 6v6 playtests
And a big thanks as well to DaBeatzProject for letting me use his artpass_dabeatzproject skybox and for giving me lots of feedback and useful tips!

_______________

CP Mojave Event

Download:

TF2Maps: http://forums.tf2maps.net/downloads.php?do=file&id=4933
Dropbox: http://dl.dropbox.com/u/754215/CP Mojave/Event/cp_mojave_event.bsp.bz2

Changelog:

25/10/2011: Event:

- cp_mojave_b2 got a halloween theme

Screenshots:

2011-10-16_00001.jpg

2011-10-16_00002.jpg

2011-10-16_00003.jpg

2011-10-16_00004.jpg

2011-10-16_00005.jpg

2011-10-16_00006.jpg


Thanks to:

Ravage for helping me a lot with the _event version, without him I wouldn't be able to finish this version in time! So huge thanks to him!

_______________

Right now I hope this map is kind of done because I would like to start a new project. If any bugs would appear please post them here, add me on steam or send me an email ( hannes_tirez@hotmail.com )!

Also don't forget to have a look at theother halloween maps and Night of the Living Update!
 
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