CP wartrack

Discussion in 'Map Factory' started by re1wind, Feb 29, 2012.

  1. re1wind

    aa re1wind

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    encrypted

    5cp Halloween themed map

    Download link for a4

    http://dl.dropbox.com/u/12171801/cp_encrypted_a4.bsp.bz2

    cp_encrypted_a4

    [​IMG]

    night-time spooky medieval-era cemetery and crypts that just happens to be between a red and blu base.

    Name change to cp_encrypted.

    crypt: place where dead people are entombed. death, ghosts, spookyness.

    encrypted: protected, guarded, unknown contents

    en-crypted: think entombed. being entombed within a crypt: buried.


    May or may not contain exploding/normal pumpkins.

    May or may not contain ghosts.

    May or may not be a Halloween event map.
     
    Last edited: Mar 25, 2012
  2. YM

    aa YM LVL100 YM

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    You've used that truck waaaaay too many times.

    I'm concerned about the distances between the points, it looks a TON smaller than the original warpath (which is not bad at all) but it also looks a TON smaller than similar maps today, like badlands.
     
  3. Micnax

    aa Micnax I maek map

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    Just call it cp_truckpath and it'll make sense.

    Also, what YM said. It look waaaaaaaaayyyyyyy too small for 5CP, you should space them out quite a bit, like cp_granary does.
     
  4. re1wind

    aa re1wind

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    testing walk times now:

    scout - 13s
    soldier - 20s (walking)
    pyro - 18s
    heavy - 21s
    demoman + stickies - 13s
    engy: 17s
     
    Last edited: Feb 29, 2012
  5. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    In case anyone's wondering, that's the time it takes a pyro to walk from spawn to enemy flag on doublecross.

    With other classes, that might be too short - have you compared it to other 5cp maps?
     
  6. re1wind

    aa re1wind

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    /me mumbles angrilly about back button on mouse making me loose all my date...


    Right, lets start again then.

    times are approximate, and have an error of a few seconds varying on black magic.
    all times are in heavy speeds, without use of any speed-enhancing equipment.

    cp_wartrack_a0
    heavy with shortcut: 21 seconds
    heavy without shortcut : 31 seconds

    cp_well
    31 seconds from spawn to gates during setup

    cp_granary
    30 seconds from spawn to middle point

    cp_badlands
    24 seconds from spawn to middle point

    cp_coldfront
    31 seconds from spawn to middle

    cp_foundry
    31 seconds from spawn to middle point

    cp_fastlane
    29 seconds normal heavy from spawn to middle point

    cp_5gorge
    34 seconds normal heavy from spawn to middle point

    cp_antiquity_rc1
    29 seconds

    cp_yukon_final
    31 seconds

    Think i have enough data points to come to the conclusion that the shortcut door is actually unnecessary.

    checked it again, and indeed, the long way to the middle point is 31-32 seconds. I've also noticed that it takes 21 seconds to reach the 2nd cap point, which is 3-6 seconds longer than what i noticed on all the other maps, so that's good information right there. :)
     
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  7. YM

    aa YM LVL100 YM

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    That's good design right there.
     
  8. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    We don't know if it good design yet.

    But it is damn good distances.
     
  9. YM

    aa YM LVL100 YM

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    I'm talking about backing up statements with numbers.
     
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  10. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Now if those figures don't have a nice tight little standard deviation.

    This is the sort of thing that someone should put together a database of.
     
  11. re1wind

    aa re1wind

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    tbh i don't think there is a nice bell curve to these times. once you find the shortest route there's not much more time you can shave off.

    there are a few details than one can be pedantic about as well, but those times won't change much. maybe 1 second quicker and up to 3 seconds longer. These times just measure walking distance, and don't include the tactical advantage of the route: upper/lower route, faster unsafe route, longer advantageous tool, etc.
     
  12. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    What i was referring to is how close they are together. All 29 or 31, except Badlands and 5gorge.
     
  13. re1wind

    aa re1wind

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  14. Pocket

    aa Pocket func_croc

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    The name change was probably a good idea. I really didn't see any resemblance to the Warpaths I've played.
     
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  15. re1wind

    aa re1wind

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    Officially requesting thread name change to encrypted, if possible.

    also teaser screenshots

    I'm probably going to need to make or find or outsource a stylistically compatible texture set for bones, crypts, etc.

    [​IMG]
    [​IMG]
    [​IMG]
     
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  16. re1wind

    aa re1wind

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    cp_encrypted_a4 released.

    Linky

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  17. re1wind

    aa re1wind

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    1 - easy
    2 - easy
    3 - less easy but overdue (& better forward spawns)
    4 - maybe. will try to un-corridor the map as much as possible and lower walls/buildings etc to create more landmarks.
    5 - eh... >_> feel like redoing first cp area and last area with red main spawn. name is also stupid. :<
     
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  18. Deodorant

    Deodorant L6: Sharp Member

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    I flew around the map a bunch as spectator, and while that didn't give me a lot to say about the flow of gameplay, I can say a few things about the design;
    The general feel is really nice. You have a consistent, atmosphere-building color scheme with differentiates this map from other halloween maps. However, I think separating the materials a bit more could help make the map easier to navigate. For example, you could make the architecture around the neutral point all stone, the outer points a mix of stone and wood, and the inner points all wood. Or vice versa.
    Also, tone it down with the gargoyles. Just slightly. Please?
     
  19. re1wind

    aa re1wind

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    updated to a6

    linky

    tweaked signage, slightly opened up areas and made them more accessible
     
  20. re1wind

    aa re1wind

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