Tampa

CP Tampa A5

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597

DJ Sylveon

L3: Member
Nov 9, 2015
103
21
So as I stated before the name of the map is now Tampa. Doubt I'll keep it all the way through since...yea Tampa is a really place and this looks nothing like it...anyways I changed it because the map no longer reflected the name and that can be seen from the photos here. (yea I forgot to disable my hud. It was 1:00am when I took these)
D409A3754EF976BA2AAF78ED0397EB368E91E303
A2B3AE6892A81129CD0D7959B91765D6A078A6E8
9C8D8822788380DDE04FAC2CF71047731C83D446
0CA291C7F241F26F556E6270FDF46748F9EE5A0C
7F9F1C307C67A16CE1060A73EF5675FABBF91086

In place of the trains going over the point, the new thing about this map is that similar to degroot keep the enemy team can not easily access the last area without capturing mid and second.

Read the rest of this update entry...
 
Nov 2, 2010
355
1,048
This map has improved markedly but there's still some a few problems. Last feels particularly very open and flat. It's the kind of problem that can only be fixed by making the geometry more complex and with variation to heights, not just putting more objects on a flat plane.

Oh, and be careful with those radio tower models. The clipping on them was weird. Like there was a huge invisible box around them.
 

DJ Sylveon

L3: Member
Nov 9, 2015
103
21
@Corvatile Thx for the feedback! I knew about how flat it is, I was working on the size issue first before I tried tackling the flatness. Seeing how sizewise people seem to be ok with it now (for the most part) the following updates to the map will be focused on adding more height variation which should also help fix other issues. Also I did make note of those towers when testing. I'm going to give a small update that will fix the cubemaps and the towers at mid.