CP Moonlight Valley A8b

Fight for an ancient mountain full of gold!

  1. Squidward... no wait

    Squidward... no wait L2: Junior Member

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    Moonlight Mountains - Fight for an ancient mountain full of gold!

    Hopefully I packed the map right. Guess I'll have to wait till someone tells me...

    Anyways, Blu found out that Red has a secret stock of piles of gold hidden in a mountain, so naturally, Blu heads out to take over the mountain. Now the ancient mountains have turned into a bloody war grounds.

    Thanks to the Boojums Snarks pack for the game mechanics,
    the Japan Content pack for the custom textures and props,
    and the Dusk till Dawn skybox pack for the skybox.

    If you can tell me what I could do to improve the map, and if I packed the map right aswell.
     
    Last edited: Nov 9, 2019
  2. Squidward... no wait

    Squidward... no wait L2: Junior Member

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  3. Squidward... no wait

    Squidward... no wait L2: Junior Member

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    • added more lights
    • added signs
    • added a small room on the bottom route to last
    • added a pillar on the top route to last
    • optimization
    Come on guys I need someone to tell me what I should improve or not! I can't get any help if no one downloads the map!

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

    aa Wilson Boomer by Sleep

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    We can't tell without actually playing the map with other players, you should submit it to a test through the discord bot.
     
  5. tyler

    aa tyler

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    One thing I can tell you is that many areas on this map are too dark. Turn on cheats and type thirdperson into console and run around. Fix any dark spots where telling team colors on a demoman is even remotely hard.
     
  6. Squidward... no wait

    Squidward... no wait L2: Junior Member

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    • added more lights
    • made the water area around last a bit bigger
    Also, my last message wasn't what I wanted to say. I want to have an imp with this map but I need to know if I packed the map right so I want someone to download it and make sure they aren't greeted with Error sign's everywhere. Sorry that I didn't clarify what I wanted to say.

    Read the rest of this update entry...
     
  7. tyler

    aa tyler

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    Open TF2, type sv_pure 2 into console, and then launch your map from console (map cp_yourmap). If everything appears, you are fine. No need to have other people look.
     
  8. Squidward... no wait

    Squidward... no wait L2: Junior Member

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    When I do that Tf2 shuts down and I get:
    failed to lock vertex buffer in CMeshDX8::LockVertexBuffer: nVertexCount=2204,nFirstVertex=0

    So I'm 100% sure that I didn't pack it right. Darn.
     
  9. Squidward... no wait

    Squidward... no wait L2: Junior Member

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  10. Squidward... no wait

    Squidward... no wait L2: Junior Member

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    • Packed the map right
    • Changed the skybox (temporarily) due to an error that I was to lazy to fix (the lighting has not changed)
    • some other stuff that I forgot about

    Read the rest of this update entry...
     
  11. matchbox

    matchbox L1: Registered

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    Played your map on an imp today and wanted to leave some feedback.

    [​IMG]
    Because the lanterns all have no collision, you can stickytrap all of them, including the ones on point. Too many of these gets annoying because you can't really see the bombs. Consider removing some lanterns, especially around the point. Or make them solid or something.

    [​IMG]
    This waterfall entrance doesn't give height advantage or better cover. Perhaps there could be an island in the pond with health or whatever that is easier to access from this route.

    [​IMG]
    The water here kills you, which is confusing because the one near first point doesn't. Change it into a visible deathpit, like a cliff, or just not have a deathpit. The waterfall entrance could also be here instead of in blue spawn, which would provide an interesting flank route. Also, you didn't pack the bridge properly.

    [​IMG]
    Lastly, there is way too much health around this area, both on high and low ground. Consider removing some of it, or changing most of the mediums to small packs. Also, once blue pushes to the point, it's really hard to flush them out again, so perhaps the rocks could be removed?

    I look forward to playing this map again, it was pretty fun:p
     
  12. Squidward... no wait

    Squidward... no wait L2: Junior Member

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    Thanks for the feedback! Its very helpful to get these longer reviews!
     
  13. Squidward... no wait

    Squidward... no wait L2: Junior Member

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    • Made Blu spawn smaller so red has more room to defend
    • made the passage between the first and second area smaller
    • Added a new passage between the first and second area
    • Made the water at first deeper
    • Made the water at second so that the part below the bridge does not kill but the water on the side of the cliff has been pushed down and does kill
    • Changed some medium health kits and last to smaller ones
    • Added more cover around the map
    • Added more lights around the map

    Read the rest of this update entry...
     
  14. Squidward... no wait

    Squidward... no wait L2: Junior Member

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    I'm thinking of changing the skybox to Voids morning skybox (This one -> https://tf2maps.net/downloads/sky_yuki_01.5618/) so It'll be less dark, I just want to know what people would think of that and if I should do it or not. Also, hopefully I can get the update out in less then a month and a half unlike this last update, which I plan to push back blu spawn and make the tiny cave area between the first and second area's bigger. The only reason why I'm telling you people this is just if you agree if this is the right way to go.
     
  15. nesman

    aa nesman oh god how did this get here

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    You can definitely use the current skybox you just need more lights or brighten the ones you have. Really goes a long way to have good lighting on a map.
     
    • Agree Agree x 1
  16. Squidward... no wait

    Squidward... no wait L2: Junior Member

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    I decided to use the skybox I referenced last post since in game I really did like the look of it. It might still change but It'll likely stay as is.
     
  17. Squidward... no wait

    Squidward... no wait L2: Junior Member

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    Did some stuff only to the first area:
    • Pushed Blu base back
    • removed or changed some bamboo props to walls
    • added a little bridge over the water
    • changed the Blu base doors so you can see through them
    • extended the cave area between area A and B
    • Also changed the skybox (Above Pic: The new area-A. The bottom Pic: The cave between area A and B.)

    Read the rest of this update entry...
     
  18. Squidward... no wait

    Squidward... no wait L2: Junior Member

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  19. Squidward... no wait

    Squidward... no wait L2: Junior Member

    Messages:
    89
    Positive Ratings:
    21