Traincrashingintocp

CP Traincrashingintocp a7

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
Traincrashingintocp - Did you ever wanted to crash a train into the enemys cp? Then this map is for you!

This is my first 5cp map I'm working on.
The basic layout is inspired by process and sunshine.
I think about detailing it for the frontline community project, but before I can do this the map needs testing! For this reason I need your help, by giving me feedback and help me to improve my map!
Thanks for your help!
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
Hiya.

Come into the chat room and add your map to the imp list, and we will happily playtest it and provide feedback.
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
After some problems in the gameday I fixed some problems:

- Added health and ammo packs
- Added an info_observer_point
- Fixed mssing textures on displacments
- Added two signs in mid to lead players towards the objective

Read the rest of this update entry...
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
Hi, Shanghai.

Whilst playing your map last night, many players crashed simultaneously on at least two occasions. It seemed to happen when a control point changed owner.
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
Last edited:

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
Changelog:
  • Changed mid completly after feedback of a gameday
  • Added wire in the train gates to indicate you can't shoot through them.
  • Changed map style to winter theme (might change again, I'm just trying what is the best)
  • Added 2 info_observer points, so the map can't crash if all players die at once
  • Added some frontline props (very few)
20161105154517_1.jpg 20161105154528_1.jpg 20161105154536_1.jpg 20161105154542_1.jpg 20161105154549_1.jpg 20161105154556_1.jpg 20161105154605_1.jpg 20161105155059_1.jpg

Read the rest of this update entry...
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
Changelog:
  • Changed respawn times, to make it easier for defenders at the last point (got often overran by the attackers)
  • Removed railings on 2nd capture point
  • Moved middle capture point actually in the middle (was moved to one side slightly)
  • Made ramp to middle capture point wider
  • Removed some skybox brushes from some roofs (still many to do)
  • Removed fences from middle spawn to make it less cramped if you walk out of it
  • Replaced some fences in the middle with hedges to make it easier to distinguish parts of the map
  • Made 2nd point easier to access by creating a bigger ramp up to it.
  • Changed texture of displacements (again), to make the map less bright, while it uses dev textures and aligned the textures on them
20161110174812_1.jpg 20161110180357_1.jpg 20161110180407_1.jpg 20161110180413_1.jpg 20161110180424_1.jpg 20161110180429_1.jpg 20161110180443_1.jpg 20161110180444_1.jpg

Read the rest of this update entry...
 
Last edited:

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
Imp review:
After yesterdays imp I just want to go over the feedback that was given, what I think about it and what else I noticed when I watched the demo. This is alos a little remider to me, what must be done and how the map is progressing.
First off all thanks to all that played the map and gave feedback!

Imp feedback:
@Berry , @Dommler , @Erk

Berry : make sure your doors are OnEndTouchAll in events, not OnEndTouch or peeps block em:
First off all I checked all the doors and their all OnEndTouchAll. However, this might have to do with my problems with the one-way-doors that the forward spawn has. I can't get the m to work 100% working. When I move the trigger eaxtly over the door you can walk against the door and it still opens, so I moved it 1hu behind the door. This can leed to the door closing to early. If anybody has an idea what to do, I greatly appreciate your help!

Berry & Dommler: people complaining of respawn being so long you die once you lose mid and dont respawn before game end && once you've capped 2nd you basically have last && last seems impossible to deffend:
I totally agree on that point, after I watched the demo, I was clearly to see that last was pretty hard to defend and the defending team had almost no chance of pushing back to second. I will probaply rework last and adjust the respawn times,so the defenders spawn faster and the attackers slower. I also think of completly reworking last. A problem of last could be, that the attackers have the highground, while defenders are in a clear disadvatage.

Berry: standing on train can get u stuck here:
I will fix this, if I will keep the the train because I'm not sure at the moment if the train will fit into the rweorked last. One reason for last having these huge height differences is that there was no other ways to fit the train and it's traingate in. By changing height etc. of the last point, the it's possible that the train won't fit in anymore

Berry: baby door needs biggening:
I will add a bigger door.

Erk: Scale up the texture on this chickenwire right here:
Done, chickenwire is scaled up.

If you have more feedback or disagree with thinks I said above, please write them in the comments below. I really appreciate your help!
Sorry for any spelling or grammar mistakes.
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
Changelog:

  • Created a new last point, because the old one didn't played that great a was a little bit boring.
  • Detailed second point, because I was bored and wanted to try out the artstyle
  • Adjusted the spawntimes when tems attack/defend the last capture point (previously it was likly to get instantly capped after the second point was capped)
  • Fixed a z-figthing displacment
    20161205181717_1.jpg
    20161205181737_1.jpg
    20161205182854_1.jpg
    20161205182904_1.jpg
    20161205182911_1.jpg
    20161205183002_1.jpg

Read the rest of this update entry...
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
Changelog:

  • Created a new last point, because the old one didn't played that great a was a little bit boring.
  • Detailed second point, because I was bored and wanted to try out the artstyle
  • Adjusted the spawntimes when tems attack/defend the last capture point (previously it was likly to get instantly capped after the second point was capped)
  • Fixed a z-figthing displacment
    20161205181717_1.jpg
    20161205181737_1.jpg
    20161205182854_1.jpg
    20161205182904_1.jpg
    20161205182911_1.jpg
    20161205183002_1.jpg

Read the rest of this update entry...

I like that room in the second screenshot, it looks good. Although it could use a visible light source, like a hanging lamp. Also, your roofs look too thick, what thickness are they? about 4 hu is pretty standard.

From your WiP in WiP post, you said you were having trouble making the Red and Blu bases look different. If you still need help with that I'd recommend two things;

1. Your using the same texture on both bases. It's important to have a different texture pallet for each base, so their both recognizable and distinct.

2. Don't forget asymmetrical detailing. Right now both bases share the same geometry, making them pretty indistinctive. Try making the base's facades be roughly different buildings, especially in the out of bounds areas. Generally Red has a more warm, wooden, rustic look, and blue has a more cold, metal, industrial look. Although allocations can, and sometimes should, be made.