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CP Shaft

Discussion in 'Map Factory' started by Da_Man, Oct 18, 2010.

  1. Da_Man

    Da_Man L4: Comfortable Member

    Messages:
    173
    Positive Ratings:
    39
    A summer project that went long past summer. Finally finished it enough to be called an alpha, it at least playable in this state. I'm not particularly satisfied with B, and C is going to pyro heaven, but worth a try. Also, probably gonna change the name, if i can think of a better one.

    oh, and its Gravel-pit style.

    Thanks to:
    Rexy, for the I-beams, and the cap base doors thingies.
    Acumen, for the round spy tech signs, and the giant drilling thingy, and the custom lights pack, and probably some other stuff I forgot.
    Void, for the crude oil texture, which is no longer needed.
    Boojum, for his entity advice, and a whole lotta other things.

    Edit: Now with more routes and switched capture points! And A 3D skybox!
     
    Last edited: May 8, 2011
  2. re1wind

    aa re1wind

    Messages:
    644
    Positive Ratings:
    592
    some suggestions you probably know yourself: displace those wall textures and increase the texture scale to 0.5, at least.

    that yellow light in the ambulance screenshot behind the wood, more orange is needed, or borrow the lanterns from cp_dustbowl.

    for the purple hints in the glass:
    mat_specular 0 -> buildcubemaps -> mat_reloadallmaterials -> mat_specular 1 -> retry

    You probably know that though.

    also, disable shadow-casting of those wooden brushes (?) in the ambulance screenshot, they're casting strange shadows. similarly, you might want to put in an intermediate level in that same screenshot, as that staircase is too long.

    otherwise it looks good :)
     
  3. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

    Messages:
    573
    Positive Ratings:
    249
    Looks great! I'd be worried about the sniper lines, but we'll see how it plays.
    Also as said above ^ -> Increase your rock texture scale.
     
  4. Da_Man

    Da_Man L4: Comfortable Member

    Messages:
    173
    Positive Ratings:
    39
    I was going to scale the textures better, I'll get around to in in the beta. Thanks for the feedback, I'll throw it up for gameday this week.

    And I am kind a worried about sniper lines in B. I didn't particularly turn out the way i expected. I am most likely gonna tweak it later on, but might as well give it a try.
     
    Last edited: Oct 19, 2010
  5. Da_Man

    Da_Man L4: Comfortable Member

    Messages:
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    Positive Ratings:
    39
    Bump for updated version, still unable to get a playtest.
     
  6. Ravidge

    aa Ravidge Grand Vizier

    Messages:
    1,544
    Positive Ratings:
    2,517
    For some reason your map refuses to load on the server.
     
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,768
    Yes, we tried loading this map twice and it crashed the server both times. I loaded it up in a local game and the console spams this:

    Code:
    Error: Material "maps/cp_shaft_a2/nature/crudeoil_001_2_-904_664" : proxy "WaterLOD" unable to initialize!
    Couldn't get HDR 'maps/cp_shaft_a2/c2_-904_664.hdr' -- Trying non HDR 'maps/cp_shaft_a2/c2_-904_664'
    Failed, using default cubemap 'engine/defaultcubemap'
    Couldn't get HDR 'maps/cp_shaft_a2/c0_0_640.hdr' -- Trying non HDR 'maps/cp_shaft_a2/c0_0_640'
    Failed, using default cubemap 'engine/defaultcubemap'
    Couldn't get HDR 'maps/cp_shaft_a2/c0_0_1312.hdr' -- Trying non HDR 'maps/cp_shaft_a2/c0_0_1312'
    Failed, using default cubemap 'engine/defaultcubemap'
    Couldn't get HDR 'maps/cp_shaft_a2/c-1536_-112_448.hdr' -- Trying non HDR 'maps/cp_shaft_a2/c-1536_-112_448'
    Failed, using default cubemap 'engine/defaultcubemap'
    Couldn't get HDR 'maps/cp_shaft_a2/c4208_968_192.hdr' -- Trying non HDR 'maps/cp_shaft_a2/c4208_968_192'
    Failed, using default cubemap 'engine/defaultcubemap'
    Couldn't get HDR 'maps/cp_shaft_a2/c3284_-1048_376.hdr' -- Trying non HDR 'maps/cp_shaft_a2/c3284_-1048_376'
    Failed, using default cubemap 'engine/defaultcubemap'
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_y_joint_s_curve_96.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_s_curve_48.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_vehicles/train_flatcar_bed.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_vehicles/train_flatcar_bed.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/truss002.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/truss001_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_vehicles/mining_cart_supplies001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_vehicles/mining_cart_supplies001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_vehicles/mining_cart_supplies001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_s_curve_48_mirrored.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_y_joint_arc_90.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_vehicles/mining_cart_supplies002.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/truss001b_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/cap_boards.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_vehicles/train_rockets.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_vehicles/train_rockets.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_64.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_64.mdl)
    Executing listen server config file
    prop at 350 0 -410 missing modelname
    prop at 350 0 -410 missing modelname
    exec: couldn't exec listenserver.cfg
    exec: couldn't exec cp_shaft_a2.cfg
    
    Team Fortress
    Map: cp_shaft_a2
    Players: 1 / 24
    Build: 4357
    Server Number: 1
    
    No pure server whitelist. sv_pure = 0
       VAC secure mode disabled.
    grazr connected
    Redownloading all lightmaps
    prop at 350 0 -410 missing modelname
    prop at 350 0 -410 missing modelname
    prop at 350 0 -410 missing modelname
    prop at 350 0 -410 missing modelname
    As for your map, HDR is too bright. I'd also remove the flickering lights.

    you also have a lot of open space in the areas above A. Your scale also appears to be a little too large but maybe that's just the affect of it being inside a giant cave.

    You also have a lot of long stair cases around C which can be problematic for attacking teams.

    The spawn area is also kinda on the large side for BLU.

    It doesn't also seem like good design to swap the play area from A to B how you have. Better to keep the spawn accessing 1 area or like badwater and have players choose routes in the combat area.
     
  8. Da_Man

    Da_Man L4: Comfortable Member

    Messages:
    173
    Positive Ratings:
    39
    hmm, never gave me any errors about HDR when I booted it up. I'll be sure to look into it.

    As for the, I'll probably move Blue spawn back and have that area be the crossroads, but that might make it too spawncamp-y. Maybe I'll expand it a little.

    And Thanks to grazr, i think I know what I am going to do with A.
     
    Last edited: Nov 15, 2010
  9. Da_Man

    Da_Man L4: Comfortable Member

    Messages:
    173
    Positive Ratings:
    39
    Update bawmp.
     
  10. Da_Man

    Da_Man L4: Comfortable Member

    Messages:
    173
    Positive Ratings:
    39
    Gameday Bawmp
     
  11. lana

    aa lana Currently On: ?????

    Messages:
    3,077
    Positive Ratings:
    1,389
    Capture times were reversed. A and B should be much longer and C should be much shorter.
     
  12. Ravidge

    aa Ravidge Grand Vizier

    Messages:
    1,544
    Positive Ratings:
    2,517
    The layout is much too confusing, I can normally figure out a map after a round/10 minutes, but in this case I could not tell one corridor from another. This is a problem and signs alone would not help. You need to create a better flow and more intuitive paths.

    The last capture area was hard to fight in, massive deathpit and balancing act.. a few sentries could hold it pretty well.

    The roof was pitch black.