CP sadhouse

Discussion in 'Map Factory' started by mishi, Mar 22, 2014.

  1. mishi

    mishi L1: Registered

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    hey, this is my first map. i apologize for it being a bit like cp_orange (i got the feeling that it is not very popular here), but i thought id start out with something easy + the server i like playing on runs a lot of orange maps. the server also has a sniper class limit of 2, so dont worry about sniper sightlines too much, trying to control those 2 is considered part of the fun ;-)
    other than that its a symmetrical 5CP map with a large CP in the middle that hopefully will work well for big teamfights. theres 2 ladders going through the middle CP that allow players to quickly get in and out of the fight.

    ive got a few newbie questions:

    1.) does it run well enough? ive func_detailed almost everything but i didnt do anything else optimization wise yet since i dont know if id get it right. it runs fine on my computer but idk how itd work with lots of players

    2.) can you make any prediction about how the layout of the CPs plays out? as it is now its possible to capture CP 1+2 / CP 4+5 at the same time, so that theres two "final" CPs. can this work or is it just going to be an annoying run back and forth between those two points? should i lock 5th until 4th is capped?

    3.) what do you think about ammo/med packs? are there too many?


    any other kind of feedback would be most welcome too of course! :)
    thank you very much for reading!
     
    Last edited: Apr 28, 2014
  2. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    Dats a lot of ramps
     
  3. Bludeck

    Bludeck L1: Registered

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    It looks very big. Are you planning to detail it with props and non-orange textures?
    Consider submitting the map to a gameday so we can test it and give you feedback, it will solve all your doubts.
     
  4. mishi

    mishi L1: Registered

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    I'm not sure if i can. from what ive read about optimization i think that framerates will be a problem since ive got such a large area with not a lot in between that could cut visibility

    i was thinking about the gameday already, but i thought that i maybe would have to do some changes before submitting.
     
  5. woodx

    woodx L1: Registered

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    This looks very unusual for tf, but still interesting.
    Are you planing texturing?
     
  6. mishi

    mishi L1: Registered

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    first i want to see if the gameplay is ok, if it turns out to be good ill probably spend more time on it to make it look nicer.
     
  7. mishi

    mishi L1: Registered

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    Fixed some lighting issues (theres probably still some left) and made a few improvements. Added more ramps :p
     
  8. Pocket

    aa Pocket func_croc

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    I'm curious what, if anything, this is meant to resemble.
     
  9. mishi

    mishi L1: Registered

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    i hope this helps

    [​IMG]
     
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  10. Egan

    aa Egan

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    Hey, we played a2 in an impromptu test earlier today. Your map is gigantic. Here is the feedback from the test, and here is the recorded STV demo.
     
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