CP Tethys

Discussion in 'Map Factory' started by Freyja, Jun 9, 2013.

  1. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    A 3 stage A/D Control Point map for the Pacific Pack named after the greek Godess of rivers and seas.

    "Neat" - Spud, 2013

    Full changelog here
     
    Last edited: Jan 26, 2014
  2. Egan

    aa Egan

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    Should colour the team bases cause its hard to tell which side is which. From the blue perspective, is there a route to the right of the point? Is there any ammopacks there for red there? Cause just a medium on the point looks like it might not be enough for engineers. The upper ramps look a bit sniper/soldier friendly but hard to tell without gameplay. Point 2 looks pretty good.
     
  3. Di Gorgonzola

    Di Gorgonzola L4: Comfortable Member

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    It seems like your game logic in the a2 version is broken. Red team spawns inside blue teams spawn, Blue team is not able to capture the points, the HUD is not showing etc. I'm also getting a bunch of console spam:
    [​IMG]

    Mainly these errors:
    Code:
    [COLOR="Red"]info_player_teamspawn failed to find control point round named 'mscp_round_1'
    Error! No control points found in map for team_game_round mscp_round_3!
    filter_activator_tfteam failed to find control point named 'cp_2B'
    [/COLOR]
    Also some other stuff you might want to take look at:
    You can get stuck on this displacement:
    [​IMG]

    This door will only open for Red team:
    [​IMG]

    Missing clipping:
    [​IMG]
    [​IMG]

    You can get behind those crates, by crouching under the pier/bridge, the crates are lying on
    [​IMG]

    A pretty obvious nodraw:
    [​IMG]

    Long sightline (It only covers one minor exit, but it's pretty long anyway):
    [​IMG]
     
  4. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Thanks for the heads up. New version should work.
     
  5. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    What were the opinions from today's test? I'm not able to catch them so you guys need to tell me in here :p From the demo I gathered that the second point was a bit meh but It's hard to tell without playing it.
     
  6. theharribokid

    aa theharribokid

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    A was rather open whereas B was rather chokey for blue to push into, blue's spawn door on the opposite side to the water wasn't working and so therefore that side of the map didn't really get used properly. The ship sails I found annoying to walk around and there were a fair few non solid crates that got abused with sentries
     
  7. Egan

    aa Egan

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    This entire area behind red's 2nd was not used by either team. No engineer would build back there because it didn't look over or defend the point, and no offensive came through there since it was faster to just use the ramp in front of the point.
    [​IMG]

    The front part of 2nd was cool to defend on, but it seemed too easy for the attackers to dart at that area once they captured the ship. Also the rope piles on the ship looked like mounds of poop.
     
  8. RaVaGe

    aa RaVaGe

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    This map is just too flat imo, add some heights/angles, and work on your chokepoints, because it looks like you just have put some random buildings on the map actually. Even the control point areas are too basics, they are just a flat thing where you can't get any advantage by the design of the map.

    It was really annoying to get out of the water too, you always need to find/reach the exit wich takes a lot of time work on that.
     
  9. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Updated to a5.

    Took into account your criticisms, as well as the test of a4 yesterday. Remade most of the map. Hopefully a lot better now.
     
  10. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    this is so cool
     
  11. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Updated to a6, and now a6b which should be fully working and not totally broken.
     
  12. nightwatch

    aa nightwatch

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    Your map is looking great so far! A few minor concerns I thought you might like to know about:

    First, there's this raised platform above the water behind blu's spawn on stage 1. You've clipped it off so the non-jumpy classes can't access it, but soldiers and demomen still can, but when they do they hover on your clip brush unrealistically. Maybe clip it all off, up to the skybox? Picture below:[​IMG]

    Second, I got stuck on this fence a few times, almost like the building used to stick out a bit more but then got moved, while the clipping brush stayed in the same place. Picture below:
    [​IMG]

    Third, it's hard for me to tell where I can walk under these sails without hitting my head. Perhaps if you put another crate or something wooden underneath at the right position so that walking next to it, you'll never need to crouch? Picture below:
    [​IMG]
     
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  13. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Okay. So.

    Lots of work done on this map.

    I've remade Blue stage 1 spawn area, remade 1-1, done up 1-2, remade 2-1, remade 2-2.

    Screenshots:

    Blue Spawn:
    [​IMG]

    New 1-1 (new ship model, wider, different attack routes)

    [​IMG]

    New 2-1

    [​IMG]

    new 2-2 (with fancy new trees)

    [​IMG]
     
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  14. Pocket

    aa Pocket func_croc

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    Some funny things going on with the ship. Figured it was better to show you than leave a note.

    [​IMG]

    [​IMG]

    Also at least one face with a busted UV map:

    [​IMG]

    I took this because it was the first spot I saw the wireframe thing, but it looks like it has a UV issue too, on the wood attached to it.

    [​IMG]
     
  15. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Yeah I have absolutely zero idea why the ropes are doing that. It's just another weird source bug.

    And I can't be assed fixing the UV's, it's alpha.
     
  16. stegarootbeer

    stegarootbeer L2: Junior Member

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    [​IMG]

    Hypocrite...
     
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  17. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    It takes a lot less effort to fix a stretched overlay than it is to do it on a model. Especially with steampipe model compiling being temperamental.
     
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  18. stegarootbeer

    stegarootbeer L2: Junior Member

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    Mine was a problem with instances, which I really can't do anything about.
     
  19. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Updated to a15.

    THIRD STAGE!!!!!!!
     
  20. nightwatch

    aa nightwatch

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    3-2 really needs a good flanking route.
    A general theme I'm noticing is "long lower routes that leave the player feeling isolated and out of the fight for long periods of time".

    Otherwise I look forward to the update where Valve buys it.

    EDIT: I also don't really know what I wanted to say here, but I was going to use this picture to help me say it:

    [​IMG]
     
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    Last edited: Nov 30, 2013