1. Hey there Guest,

    The game servers have moved to semi-dedicated hardware and IPs have changed. Please see front page server widget for up-to-date game server information.

CP Valdez a12

Made by Silverus

  1. Silverus

    Silverus L3: Member

    Messages:
    120
    Positive Ratings:
    7
    STORY: At the foot of a snowy mountain, two opposing teams fight over a small industrial village, where they each have their own death lasers, with devastating consequences for the opposing team!
    --------------------------------------------------------------------------------------------
    Valdez is a 5CP Push map, similar to Badlands, Coldfront, and Granary. Please download and give feedback, i would like to know where to improve!
     
    Last edited: Oct 28, 2011
  2. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,309
    • Thanks Thanks x 1
  3. RaVaGe

    aa RaVaGe

    Messages:
    728
    Positive Ratings:
    1,194
    Woah, looks cool, but i'm agree with mangy, there is too many window, that can confuse a lot the player.
     
    • Thanks Thanks x 1
  4. Moose

    Moose L6: Sharp Member

    Messages:
    312
    Positive Ratings:
    309
    I think they have glass over them for the most part.

    pros:
    -I love your brushwork so far
    -it looks like your scaling is perfect
    -mid looks great (although it is a bridge, we all know how hard it is to go wrong with that)

    (perceived) cons:
    -last doesn't look fun, huge dip in the center of the room will be a spamfest, and I don't see any area you can defend from easily.
    -I'm usually all for huge lines-of-sight, but some of these areas don't have any cover to protect you from them. long distances and a straight path without any cover means a lot of your map will feel like a corridor even if you have interesting geometry.
    -you have a cool bridge at mid, but it looks like most of your map lacks enough complexity to make fights very interesting. (yer gonna want more than a floor with some ledges and walls)

    I'll update this after actually playing the map, I don't really know how much truth my comments have right now.
     
    • Thanks Thanks x 1
  5. purequaternion

    purequaternion L3: Member

    Messages:
    101
    Positive Ratings:
    64
    I like what I see so far. One suggestion: even with the dev textures, use the team specific colors at least a bit. The white makes a lot of sense around that central point. Try to transition to colors so it's not all totally grayscale. Doesn't have to be a TON of red/blue, but just enough that the player has a visual reference for where in the map he is.

    Keep it up!
     
    • Thanks Thanks x 1
  6. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

    Messages:
    1,481
    Positive Ratings:
    1,583
    I like it :eek:hmy:

    The 3rd picture does make me a little concerned. It looks easily spamable by the defenders.
     
    • Thanks Thanks x 1
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,768
    Fewer windows. Even if there is glass over them it affects optimisation and prevents/reduces the effectiveness of ambushing (a large part of TF2 gameplay) because of the increased visibility to particular areas.

    It'a also aesthetically unpleasent to have so many, ie visual pollution because of all the contrasting inner areas visible through the walls of outter areas. Stick with more of the window props.
     
    • Thanks Thanks x 1
  8. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,115
    Positive Ratings:
    6,437
    It's also just as many places to watch, even if only some of them are actual routes.
     
  9. desynced

    desynced L1: Registered

    Messages:
    2
    Positive Ratings:
    0
    Did you release alpha 2? I see in the notes about changes but when I click on download, it directs me to alpha 1.

    But other than that, I love it. Has a clean look to everything and it's better colored than Orange maps (which are getting quite old now).
     
    Last edited: Aug 2, 2011
  10. Silverus

    Silverus L3: Member

    Messages:
    120
    Positive Ratings:
    7
    Sorry, I've been attempting to upload it, but so far i have had no luck. My computer has been having trouble lately, so i think ill change the link until it works. Sorry about that.

    EDIT: Just got it up!
     
    Last edited: Aug 2, 2011
  11. En Ex

    aa En Ex L1: Still Registered

    Messages:
    47
    Positive Ratings:
    17
    I like the look of the map so far, but would it be possible for you to add health and ammo for A3? Thanks!
     
  12. Silverus

    Silverus L3: Member

    Messages:
    120
    Positive Ratings:
    7
    Thats exactly what I was planning to do! :)
     
  13. Silverus

    Silverus L3: Member

    Messages:
    120
    Positive Ratings:
    7
    Okay guys, version A3 is out! It features a slightly altered final base, to give players more options for navigation, and health and ammo pickups! Click here to download!
     
  14. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
    2,363
    Positive Ratings:
    2,692
    I'm gonna be an ass and comment only on the following: I wouldn't use the ABC signs in a 5CP map. They're usually only used for A/D maps and can confuse players. I suggest using arrows or 'control point' signs.
     
  15. Silverus

    Silverus L3: Member

    Messages:
    120
    Positive Ratings:
    7
    Thanks for the tip! Youre not being an ass, your just stating your opinion. I was thinking on changing the signs for A3 anyways, but i never got around to it :p
     
  16. Silverus

    Silverus L3: Member

    Messages:
    120
    Positive Ratings:
    7
  17. desynced

    desynced L1: Registered

    Messages:
    2
    Positive Ratings:
    0
    Looking good. But someone left the back wall out of red spawn. :blushing:
     
  18. Silverus

    Silverus L3: Member

    Messages:
    120
    Positive Ratings:
    7
    Man, how did I not notice that :s. Damn monkeys :p
     
  19. Silverus

    Silverus L3: Member

    Messages:
    120
    Positive Ratings:
    7
  20. Silverus

    Silverus L3: Member

    Messages:
    120
    Positive Ratings:
    7
    OK, after a while of not being able to upload the new map version, A5a is finally out!