Vulture

Discussion in 'Map Factory' started by luxatile, Mar 17, 2009.

  1. luxatile

    aa luxatile deer

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    cp_vulture is a Control Points map in the same game mode as Dustbowl - there are three stages, each with two Control Points. BLU attacks and RED defends, in a typical desert/canyon environment.

    Updates and releases:
    ....................................

    Update 21/03/09
    - Released a5
    For now, it's on filefront, because the upload on this site is still broken.
    (Click the download link up above to download)

    Also, lookie:
    http://img.photobucket.com/albums/v429/Yellow22/cp_vulture_a50000.png
     
    Last edited: Mar 25, 2009
  2. Fearlezz

    Fearlezz L10: Glamorous Member

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    Love the detailing, keep it up!
     
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  3. GrimGriz

    GrimGriz L10: Glamorous Member

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    re: cp_vulture_a5

    [​IMG]

    I don't really get the point here...at least I don't get the point of having a one-way door on a balcony. It just seems illogical/out of place.

    [​IMG]

    This still seems like a pretty severe bottleneck.

    p.s. Still think the last point should be on higher ground
     
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    Last edited: Mar 25, 2009
  4. luxatile

    aa luxatile deer

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    If you're talking about the balcony itself, it's just there to make the whole thing seem more natural. I've got to admit, though, I'm still unsure about that area. I think it's decent right now, but it'll have to see some improvements in the future... maybe the one-way door doesn't even need to be there, or perhaps the entrance should be somewhere a bit more favourable for BLU.

    I don't think that chokepoint is too bad, though.
     
  5. GrimGriz

    GrimGriz L10: Glamorous Member

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    Well, it made sense in the last version...but now the one-way door just seems weird
     
  6. luxatile

    aa luxatile deer

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    The old version was pretty bad because, coming out of the one-way door, you could just drop down onto the point. I'll have none of that. :p
     
  7. captainAngry

    captainAngry L7: Fancy Member

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    This map has some potential but the ratings seem to be hurting a bit since it's still alpha. a5 has been on the server for a few weeks but it hasn't been played yet. You can blame me for that because I added a ton of maps recently. I'll make sure it gets played in the next play test, if not before.
    [​IMG]
    [​IMG]
     
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  8. GrimGriz

    GrimGriz L10: Glamorous Member

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    Red can get inside the 3 spawn gates after the gates open, making it super easy for red to spawn camp blue on stage 2
    [​IMG]

    It would still be awesome to have a small ledge for people to drop down on here:
    [​IMG]

    This window made my sentry cry because it couldn't hit the man inside...but the man inside could still shoot mah sentry
    [​IMG]
     
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  9. luxatile

    aa luxatile deer

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    I figured people probably rate it low partly because of the dev textures. I mean, surely it plays ok at least, doesn't it? :p I'll be adding some details to the next version, hopefully convincing people to like it a bit better.

    Thanks for those tips, Grim. I might close off BLU's "waiting" area again. That, or I might try removig the advatages RED gets by going in through the top door.
    I still don't understand why anyone needs a ledge there (to break the fall? It doesn't do that much damage anyway).
     
  10. GrimGriz

    GrimGriz L10: Glamorous Member

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    because it LOOKS like it does a lot of damage?
     
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  11. captainAngry

    captainAngry L7: Fancy Member

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    We play a decent amount of maps with dev textures in them. All of the ratings are a bit lower then you would expect. Maps rated over a 3 are what get into the regular rotation.

    I like the map a lot and as the bugs get worked out and textures start getting applied the ratings will only get better. That's why the banners are blue. It signifys a map that is being worked on.
     
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  12. Icarus

    aa Icarus

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    I had fun, despite the population drop.

    The cliffs could use a highlight to show where it drops off.

    See Gold Rush:
    [​IMG]
     
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  13. luxatile

    aa luxatile deer

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    Thanks for quick feedback.

    I've tried putting some subtle grass on some cliffs. I know the big cliffs in stage 2 don't have grass, though. Are there any other cliffs in particular where I need more grass?
     
  14. [O]

    [O] L3: Member

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    wish i took some shots, but basically i think its doin great overall.

    theres that one area after the first cap where you have this big open turn with a cliffside. theres also that truck behind a gat barrier. well i think theres some wasted space there. in my opinion, slim that down a lot. with all those doorways leading to that area, you would almost think tehre chould be a cap there [if you leae it at its current size. keep that little sapce behind the staircase though [with the med pack]. its nice for smart offense engies to place an exit and help their team push to that last point.

    but teh cap you have right next to it is well balanced. couple of nice corners for sentries. yet a little work from offense and they can get to it. that ammo pack nearby is great to for the engies. its got 2 general paths to that point and not more so great.

    the cap point right after that seems a little too open and [therefore?] easily defendable. probably dont need to shrink the size of the space, but jut need some props in there to provide some cover once blue enter that "arena". place them so demos are in range of that great SG location you have across spawn.

    ------

    on another round [sorry dont know which one :( ] theres a well balanced cap i feel. it sthe one with that has a corner made up of two steel sheets walls. again, has ammo pack, good palce to hide dispenser, yet nearby. also has a good sentry location in that corner of steel sheet walls.

    great stuff
     
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  15. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    Some suggestions based on Gameday:
    [​IMG]
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    [​IMG]
    [​IMG]
    [​IMG]
     
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    Last edited: Apr 3, 2009
  16. luxatile

    aa luxatile deer

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    Thanks for that feedback as well.

    You're very right about the size and flow of stage 2-1, Chrono. I'm considering making the pit more "shallow" so people don't have to balance on ledges and ladders to get over there. I guess people don't like the movement restrictions in the area, which might be why there's so little fighting going on there.

    I'm pretty clueless about the cliff area. I hate to say it, but I'd like some tips or opinions on what I could do there.
     
  17. Icarus

    aa Icarus

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    Apr 10 Demo: http://www.sendspace.com/file/tx7jcq

    Not sure why you decided to submit the same exact version for gameday, but all went well. The last stage seemed too easy to win, however.
     
  18. Westerhound

    Westerhound L5: Dapper Member

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    I just found a minor visual thing, and that is at the RED spawn at the CP in Chronos 6th picture. There is a sign saying Control Point attached to the door. Is it meant to be there?