CP Rocky mountain

Discussion in 'Map Factory' started by Huckle, Feb 1, 2011.

  1. Huckle

    Huckle L4: Comfortable Member

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    Rocky road

    So here it is, my entry into the Symmetry contest.

    My entry is a 5cp symmetrical map with a shipping theme. It has both sides trying to fight over who has control over the extremely important for-some-reason road leading through the mountains.

    As for the artstyle, I'm mostly inspired by Badwater and Fastlane and will try to keep the road going across the entire map without looking out of place or have the entire map look the same all the way.
     
    Last edited: Feb 11, 2011
  2. Peligrino

    Peligrino L1: Registered

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    Download not working? Otherwise looking good so far! :D
     
  3. Huckle

    Huckle L4: Comfortable Member

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    Nah I didn't put up any link since I haven't fixed the doors yet (and it's not even symmetrical atm). Once I get a fully playable A1 I'll upload that. :)
     
  4. Huckle

    Huckle L4: Comfortable Member

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    Alpha one is finished and I've tried it with a few bots. It seems to be fully playable and I've included a download link.

    I've moved the first capture point outside and made it look more similar-looking to the other points. The current look feels better to me even though the right side upper ground (not shown in picture) feels a bit too powerful for the attacking team. I'll probably just put the staircase inside a house and move the door a bit closer to the point itself.

    [​IMG]

    Also, the current name is "Rocky road" instead of "Rocky mountain" in case I could get a title switch, editing the first post doesn't seem to cut it. :)

    A1 (2011-02-03):
    - Added functional doors, respawnrooms and some basic lighting. Should be completely playable
    - Complete overhaul of CP1
    - some hints and reduced skybox
    - Download link added
     
    Last edited: Feb 3, 2011
  5. Huckle

    Huckle L4: Comfortable Member

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    New alpha, this is the "cataclysm" patch for my map with big changes to both cap 2 and the 1->2 cap transition mostly. There is still a lot of work to be done with the rooftop transition as well as the lower level one but I'm a lot happier with this, especially the warehouse -> upstairs route that fits great within the theme.

    The building on cap 2 still looks like crap but it looks a lot more interesting with more height differences.

    There is a new download link with the new version even though it's not fully playable (too big height differences between some cliffs and things like that).

    Cap #1:
    [​IMG]

    Rooftop transition (with visible skybox seams)
    [​IMG]

    Cap #2 (needs info_lighting entities for rocks).
    [​IMG]

    a2 (2011-02-11):
    - massive changes to both cap 1 and 2
    - rooftop transition 1->2
    - moved first spawn a bit closer to middle (~25 s before reaching mid for heavy)
    - added pickups