CP Snowbound b2

Made by x6herbius

  1. x6herbius

    aa x6herbius

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    So this is my first proper try at making a 3-stage A/D control point map. I originally came up with the idea of a snow-themed base right at the beginning of January 2012 and have been building and doing basic testing with bots (ie. route lengths and attack directions). Right now I'm at the stage of being able to release an alpha to be tested, in regards to whether the layout works, the arenas are the right size, the gameplay is balanced, etc., and really to ensure that it's fun to play before I start solidifying things and texturing/detailing/lighting.
     
    Last edited: Apr 5, 2013
  2. Bloodhound

    Bloodhound L6: Sharp Member

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    This looks pretty good, for your first map.
    You already detailed a bit too much, for an alpha 1 version.
    Alpha versions usually don't use that much displacements.
    However, you'll see on a gameday, how it plays.

    You should take a look at this screenshot guide.
     
    Last edited: Oct 21, 2012
  3. phi

    aa phi Within The Vacuum Of Infinity...

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    Naw, I'd say that's a good place to be at the time.
    Displacements are always a good thing to have completed (at least for the ground) because they tend to take up a different space when painted than when not.
    Looks good, I can't say I'm fond of the orange dev texture but that's just me. Throw it up on a gameday and let's test this thing.
     
  4. x6herbius

    aa x6herbius

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    Screenshots have been updated.

    In terms of the dev textures, I generally go by the rule that if it's upright then it's orange and if it's flat, or close to, then it's grey (bar things like doorframes/red or blue spawns). As far as placeholder textures go I'm not that fussed what it looks like. :p
     
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  5. Crash

    aa Crash func_nerd

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    The red and blue dev textures are a bit more pleasing to the eye, plus they allow you to show which side is which a bit better. It gives it a bit more of a sense of progression.
     
  6. Micnax

    aa Micnax I maek map

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    Also, I think you should either out a few holes in the fences on the control point that overhangs the cliff, or remove them. It seems like a good risk=reward area, making people proceed with caution.
     
  7. x6herbius

    aa x6herbius

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    Yeah, the whole cliff face idea I thought would be cool but I was worried about it being too easy to abuse with classes like Pyros or sentries, so I only left the side route open to that risk. Maybe removing the bits of fence to the left of the control point "block" would be OK...

    EDIT: Just realised I haven't placed all the health and ammo packs I was meaning to, I'll update that tomorrow.
     
    Last edited: Oct 15, 2012
  8. Tom Hoen

    Tom Hoen L6: Sharp Member

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    Just remember to rename your map if you reupload it, something like a1a.

    Also in the first image the height of the cliffs and roofs suggest that its by rocket jumping you'll hit the ceiling of the map. I didn't test this but if so you'll be hearing a lot from this on gameday.
     
  9. x6herbius

    aa x6herbius

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    Nah, the buildings and cliffs happen to be at the same level. The skybox is tall enough to be a fair bit above the roof of the leftmost building in that shot.
     
  10. tyler

    aa tyler snail prince, master of a ruined tower

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    Just wanna say that when I ran around this to make sure it functioned before game day I was really, really impressed with the general layout and level of attention you've paid to this map. It's nice to see a 3 stage map with all 3 stages from the get go and I think it looks really good already.

    I will say I am concerned that 1-1 is too far from BLU spawn and 2-1 is going to be easily missed by many people--I would already be considering moving the points before the playtest, were I you. The path from 3-1 to 3-2 seems like a spam corridor, unless I missed another route. Otherwise, the brushwork is superb and the out of bounds detailing is already very nice and evocative.

    It's pretty rare that I outright praise anyone, but I honestly think you deserve it. It is a shame you won't be there to play it. I hope the demo gives you enough relevant information.
     
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  11. x6herbius

    aa x6herbius

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    I picked up the e-mail notification for this while in a McDonalds waiting for a bus, and I have to say it made my evening, so thank you for the kind words.

    As it happens I checked the time it took to run between spawns and points on both this map and on Dustbowl, and the travel times across the maps were almost identical, but there's always room for improvement after the playtest. If it turns out it's a bit too long, I was thinking maybe of having the near corner and the lower tunnel as Blue exits as opposed to the far corner and the tunnel. I'm also aware that the whole area approaching point 2-2 will probably be the biggest candidate for structural changed if any will need to occur, including maybe expanding the courtyard a little around the final approach to 2-2. As for 2-1, I can see what you mean about the possibility that it could be overlooked by players so I'll look into ways of remedying that, maybe by either moving its location a little or adding lights/signs/routes to draw attention.

    Believe me, had I not been travelling back across England I would have loved to have joined in the playtest - in fact, as I type this I can see the map being tested on a full server - but I thought I'd rather watch the demo after today as I'm out again next weekend, uni life being as busy as ever.
     
  12. tyler

    aa tyler snail prince, master of a ruined tower

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    It's not really a run time thing so much as a placement thing... people seemed to enjoy the map a lot but when you watch the STV and listen to us discuss it, you'll get a better handle on it. Great job though, went well.
     
  13. Sergis

    aa Sergis L666: ])oo]v[

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    Really good map, I look forward to playing this again. (though it doesnt really need much more testing :p)
     
  14. x6herbius

    aa x6herbius

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    I'm guessing I post in the Source TV request thread to get the demo? (Pretty new to this)
     
  15. Grizzly Berry

    aa Grizzly Berry

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    Usually someone will post the demos in the gameday thread. Give it a day or two and you should be able to find it there. :)

    I played your map today and had a pretty good time. However, I did have trouble finding health packs. I'm not sure if there need to be more, or if I just couldn't find them haha. I also felt like the resupply lockers were pretty far away from the spawn exits. I like to be able to rush back to the spawn and be able to get more health and ammo pretty easily.

    I really liked this area of the map:
    [​IMG]
     
  16. phi

    aa phi Within The Vacuum Of Infinity...

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    One thing that bugged me was that on the final stage, final point, as defense you have to do practically turn yourself around in a circle to get out of spawn.
    Very nice map otherwise, though, I think this has promise.
    You should try opening up 2-1 to the cliff, it would be more interesting (and also you should add more signage to the point since that was probably the one where it was the hardest to find it)
     
  17. Yacan1

    aa Yacan1 D I G I T A L I N F L U E N C E R

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    This was fun in game day, I enjoyed the subtle dev detailing. It's a bit annoying with the dead ends and such but it was fun overall.
     
  18. x6herbius

    aa x6herbius

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    Berry: I think I instinctively end up putting resupplies quite far away from the spawn doors because of their potential for...well, constant resupplying, but that's probably being over-cautious. I'll look into moving them. I did a recent pickup-pass over the map with health and ammo but they're always up for changes.

    PDT: I'd built those spawns around the idea of being able to look out over the point from above, though in gameplay terms that probably does make them awkward to get out of. Again, concerning point 2-1 and the cliff, if I can ensure that it's not going to be too aversely affected by Pyros and sentries I'll look into removing more of the fencing.

    Yacan: Where abouts were these?
     
  19. Yacan1

    aa Yacan1 D I G I T A L I N F L U E N C E R

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    Oh jeeze, I have terrible memory, uh, there was one little pocket I remember on the second stage, has medium health and ammo, I think? Near a truck. sorry I can't be helpful with that
     
  20. x6herbius

    aa x6herbius

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    Just watched the demo through a couple of times to pick up all the stuff that was said, and I reckon my favourite comment was the suggestion of CP Frostbowl. :p

    It was indeed true that Dustbowl was an inspiration and benchmark for some of the map (who would've guessed), and it would be useful to hear which bits specifically (if any) seemed to borrow "too heavily" from it so that I can look into them. Other than that, it looks like the main things will be a bit of a redesign of the first area is appropriate in order to reposition point 1-1, and tweaking some of the other points to make them easier to defend, as well as the page-full of tweaks I now have.