Rippleside

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
You should match your light_environment properties with the skybox. Here's a list of settings that correspond to all the TF2 skyboxes.

I'm using the default one right now because I'm lazy and trying to focus on the actual playability of the map first (If there's anything that looks like detail I was distracted)

Also that ground texture looks really ugly.

Yeah, laziness as well.

...which is also combined with a complete lack of knowledge about how to go about making the terrain textures more varied on the same brush face.


Must be getting somewhere if I'm getting comments about the texture/skybox colours. :p
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
It played a lot like Turbine, in that it was very easy to camp every entrance and exit, effectively stalemating the game. It really goes to whoever starts turtling first.
 

Furex

L4: Comfortable Member
May 30, 2009
151
34
It played a lot like Turbine, in that it was very easy to camp every entrance and exit, effectively stalemating the game. It really goes to whoever starts turtling first.

I agree, was playing demo at this map on yesterdays gameday and the upper door was easily stickycamped from the outside, It needs another exit, perhaps copy the grounddoor to the other side aswell?

Other then that, funny with a small and realy fast map :D
 

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
I agree, was playing demo at this map on yesterdays gameday and the upper door was easily stickycamped from the outside, It needs another exit, perhaps copy the grounddoor to the other side aswell?

Other then that, funny with a small and realy fast map :D

I think I need to add some windows or something to prevent the easy sticky camping- at least you can then tell who's watching and so on.

I was considering bringing back the side door on the other side but I think it makes the scout a little too over powered in terms of running in and back out- at least they need to stop and turn around.

Can't wait for the stv, will be nice seeing how it plays without being in the game yourself. :blush:
 

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
Alright, watched the STV, the list of things:

- Turtling is excessively effective
- Need more exits
- Apparent Framerate issues (I've seriously got no idea how to go about this, otherwise I'd probably have done it already :p)
- Gameplay looked fun in the first few minutes before people went engie
- Respawn Timer for some reason was very high (Anybody got a way to edit it for ctf? I can only find a/d help)
- Mixed feelings about the size

---

Armed with this information, I decided to see if I could come up with something that could work better.

http://img21.imageshack.us/img21/5963/ripplesideintelroomnewv.jpg

http://i50.tinypic.com/11acy83.jpg

http://i46.tinypic.com/1pyqh4.jpg

http://i50.tinypic.com/14soaw4.jpg
Thoughts? Obviously need to fill it up with stuff but is the new general layout better or worse?
 
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Eyce

L6: Sharp Member
Jan 13, 2010
370
225
Alpha 8 should be up sometime tomorrow night my time.

Optimised the absolute hell out of it... well, not completely but it runs a helluva lot better than a7.

Also addressed the long respawn times... hopefully.

Also also: Made the exterior of the resupply buildings look good and less out of place, with the platforms now fenced off and filled with sweet sweet nobuild.

...any ideas for the giant imposing square post I have happening to fill a void? I've really got nothing. :(
 

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
Alright people, I have a grassy question. (Oh that pun was shoved in poorly...)

lightgrass.jpg


or

darkgrass.jpg


I'm sort of torn here. :p
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
I would say second one if you added more dirt alpha