CP Synapse

Discussion in 'Map Factory' started by puxorb, Mar 15, 2014.

  1. puxorb

    aa puxorb

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    After sitting in my computer for almost an entire year as only a concept for the center point, I decided to resurrect this monstrosity and actual publish it. This was my first ever attempt at mapping.

    cp_synapse is a 5-control-point map with inside-themed game-play, and with a layout inspired by a nuclear power plant. I challenged myself to create an indoor area that would not restrict specific game-play elements (such as rocket jumping, sniping, using the sandman's ball, etc). The overall layout of the map is inspired heavily by cp_5gorge and cp_granary.

    Center point (aka point C) features a large room with 2 Nuclear cooling pools on either side of the control point, raised catwalks around the perimeter, and several flanking routes.

    Second Point (aka point B) is inspired by granary second, only the capture point itself is up on the higher floor.

    Last Point (aka point A) is located above a ravine/canal where nuclear waste is lazily thrown into, without much regard for personal health or safety.
     
    Last edited: Mar 19, 2014
  2. puxorb

    aa puxorb

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    I studied last point for a while and was quite unhappy with what was there, so I have redone it entirely and now the map seems to flow a lot better.
     
  3. puxorb

    aa puxorb

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    Accidentally uploaded the version without cubemaps, hopefully I fixed that in the new download.
     
    Last edited: Mar 17, 2014
  4. Waffe

    Waffe L4: Comfortable Member

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    Feedback dump!

    Map definitely looks interesting. I really like the theme you've decided to go with, and would genuinely like to play this map with other people.

    Some things caught my eye though:

    This looks damn cool:
    [​IMG]

    Anyways, the B point seems a bit off, as in at the side of the map. On my runthrough I almost completely missed it if it weren't for the C signs. I think part of why I missed B was that, prior to B, there is a large door which leads outside, and a medium sized entrance to the room where the point is. I instinctively went for the larger exit and missed B. Opening the entrance to B, moving the control point down or even placing a brighter light source at the entrance to the point could/would fix this issue.

    Same thing works the other way around when attacking B. Seeing these doors (pic below), most players choose the right one, because you'd think the map goes straight forward. You'd think that you get to the B point by the right door. This isn't really a big thing, but the flow might feel awkward.

    [​IMG]

    Mid looks alright. I dislike water, but hey, it's just a personal thing. The walkways though feel a bit narrow. Maybe add +16 or +32 HU to their width. This goes for the catwalks upstairs, the main walkway to the point and the side walkways (pictured below)

    [​IMG]
     
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  5. puxorb

    aa puxorb

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    Thanks for the feedback! Yeah, I was wondering that about point B. So what you mean to say is, if I remove the left door (in your second screenshot) it would be easier for players to see where to go? The reason I have that B sign in the middle is so that players can come into both doors because each one is directly near a staircase that leads up to the platform.

    Also, about moving the control point to the floor; I was originally thinking of creating a split-level capture zone (like gullywash). Do you think that this would be a cool idea? Or perhaps too OP for the attacking team as they can just waltz right into the bottom of the point out of range of snipers/sentries.

    As for the center point, I will try to make these catwalks wider without affecting the slopes of some of the ramps, and as for the bottom floor making it 16 HU wider should be no big deal.

    Thanks! I thought someone would appreciate that idea. (its not crucial to gameplay, but come on, I'm here to make ART).

    Thanks for the feedback! I will try to update these things ASAP.


    Also, and this goes for everyone: Currently the announcer does not say "Time has been added." or "the enemy team has been awarded additional time!" I am using ABS's 5cp prefab so I'm not sure what the problem is. HALP.
     
  6. puxorb

    aa puxorb

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    How's this?
    [​IMG]
     
  7. Waffe

    Waffe L4: Comfortable Member

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    Set the cap point to AddTime instead of SetTime. The time should be capped at your maximum (usually 10 minutes).

    As for the B point, I think it is easy to miss it, both going from last (A) and mid (C).

    EDIT: That should do the trick ^
     
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  8. puxorb

    aa puxorb

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    Alpha 3 is complete! This was mostly a lot of small fixes, and some things were added to improve game-play.
    Be sure to read the patch notes to see what was fixed.

    Also, thank you Waffe for the feedback! Much appreciated!
     
  9. puxorb

    aa puxorb

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    I went a little crazy and started to detail my map. Besides, I need to do it eventually and my brushwork is so sloppy in some spots that this really helped me clean it up:
    [​IMG]
    [​IMG]
    [​IMG]
     
  10. Prestige

    aa Prestige im not gay anymore

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    this map looks cool and i want to play it
     
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  11. puxorb

    aa puxorb

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    Thanks man! Hearing this from a site staff member really made my day!:blushing::)