PC

Discussion in 'Map Factory' started by Pc_Madness, Aug 25, 2010.

  1. Pc_Madness

    Pc_Madness L4: Comfortable Member

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    A KOTH map I've been working on over the last few days. Will eventually be an upward themed Mine. :)
     
    Last edited: Oct 16, 2010
  2. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    cp_pc

    hehehehehehe
     
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  3. Omnomnick

    Omnomnick L6: Sharp Member

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    arena_mac coming soon...?
     
  4. Boylee

    aa Boylee pew pew pew

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  5. Pc_Madness

    Pc_Madness L4: Comfortable Member

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    I figured I shouldn't have koth_pcmadness and pl_pcmadness. :p
     
  6. Hastur

    Hastur L1: Registered

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    Add railings around the CP, and perhaps around the adjacent platforms.

    A skilled Pyro could still throw people off, but it will definitely make death from not paying attention less likely.
     
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  7. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Put a railing on the 'back' of the point, the part opposite the walkway (a la Steel).
     
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  8. Pc_Madness

    Pc_Madness L4: Comfortable Member

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    Yeah good points, can't believe I forgot those. Cheers. :)
     
  9. Pc_Madness

    Pc_Madness L4: Comfortable Member

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    A3 released. :)
     
  10. absurdistof

    aa absurdistof

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    Provided these screenies are up to date, first I would like to say the middle geometry in terms of gameplay looks to be quite nice, and second that I hope the cap time is really short to accomodate its placement.
     
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  11. Mr.Late

    Mr.Late L7: Fancy Member

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    It looks nice and gameplay is solid. I like it :D. Too bad it lagged at gameday D:

    I don't know how to improve this, we need moar testing!
     
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  12. absurdistof

    aa absurdistof

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    Last screenshot actually looks a tiny bit overscaled in terms of sheer distance from the base of the shot to the far wall (which I would guesstimate to be 1024+). Just nitpicking :)
     
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  13. Pc_Madness

    Pc_Madness L4: Comfortable Member

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    Its still a tiny bit to big. The main cap area should probably be shrunk by around 64 units and the bit between spawn and the cap building has a really long sightline. I might be able to fix that. :)

    Yeah, see above. ^ :)
     
  14. Pocket

    aa Pocket func_croc

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    The crates in screenshot number 2 - how did you get such complex shading on those? Usually they're lit the same all over per side.
     
  15. Pc_Madness

    Pc_Madness L4: Comfortable Member

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    I think thats because of either: Static Prop Lighting / Static Prop Polys / Textured Shadows commands when compiling. They're in advanced compile options in VBCT and I think you can get them to work via the Hammer compiler as well.

    Youme I think it was wrote a tutorial on the forums somewhere about it all. :)
     
    Last edited: Sep 9, 2010
  16. Terwonick

    Terwonick L6: Sharp Member

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    one Q,

    [​IMG]

    your gonna wanna zoom in
     
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  17. Pc_Madness

    Pc_Madness L4: Comfortable Member

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    Its the platform, not the bridges.. but I see your point. I tried it with a bunch of metal trims and they all looked terrible. I dunno, they might be better off as wooden bridges anyway, the map was starting to feel more like Gorge than Upward. :p
     
    Last edited: Sep 10, 2010
  18. Pc_Madness

    Pc_Madness L4: Comfortable Member

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    A4 Released!
    http://dl.dropbox.com/u/6104284/releases/koth_pc_a4.rar

    Changes:
    - Detailed both spawns and a bit of the surrounding area
    - Moved the side route from the spawns that eventually leads to the high ground around the CP to reduce sight lines. :)

    I haven't done much to the CP area just yet. I'll see how the next playtest goes before I shrink it / fiddle with the cap platform.
     
  19. Tyker

    Tyker L5: Dapper Member

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    I liked it, apart from these things:

    Image 1: I got stuck trying to run through there. Open it up a little bit more.
    Image 2: You have a packing issue with your map. No idea what you use to pack what custom files, but if you use VIDE: stop using it. It breaks maps.

    Apart from that, bulletclip your fences. Right now sentries can shoot through them but players can't, wich makes some parts a bit too overpowered.
     
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  20. absurdistof

    aa absurdistof

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    Hooray for post-test feedback time :p

    SO, here's what I noticed.

    First, this doesn't need much explaining as it does puzzling, unless you know why this happened:
    [​IMG]

    Second on the list, I thought this wasn't clipped in the back, and I think it could be interesting if players could slip back there for sneaky purposes (I was trying to melee rush as an equalizer soldier and I couldn't go behind :()
    [​IMG]

    Finally, I would open at least one of these windows so that players can get something of a drop on those already in the tunnel to the left of my cursor. I doubt snipers would be too much of a problem, it's a relatively high-traffic area. Pic:
    [​IMG]

    Aside from all that I enjoyed the map, even though heavies, demos, pyros, and scouts seemed to control the battlefield.
     
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