[WIP] cp_drylands

Feb 14, 2008
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what about moving last cp down a level?

I haven't really had an opportunity to do any testing on the last CP at the moment, so any balancing there has to be done after the current version.

I'm definately changing the spawns around that area for the next version however.
 
Feb 14, 2008
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cp_drylands_a40000.jpg


Yes it's Badwater, but I like how Badwater looks. I made sure it was pretty high to discourage people who thought they could jump up there. I think the roof might e a bit cluttered atm, and might need another sign around the cap wall but otherwise I'm pretty proud of it.
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
It looks quite good!

/EDIT: Are you planning to make this a map for the competive community and entering it in the ETF2L 5cp contest?
 
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ikem

L6: Sharp Member
Dec 8, 2008
268
34
looking better every release
 
Feb 14, 2008
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It looks quite good!

/EDIT: Are you planning to make this a map for the competive community and entering it in the ETF2L 5cp contest?

That's why it was made ;) I was the first entrant in that constant.

looking better every release

Thanks! :D
 
Feb 14, 2008
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cp_drylands_a4 released!

cp_drylands_a40005.jpg


Download link: http://files.filefront.com/cp+drylands+a4rar/;13384170;/fileinfo.html

Code:
Alpha 4 28/02/09:-
- Bug fixes:
   * Fixed some window props not appearing
   * Fixed some misaligned hazard strips
- Improvements:
   * Begun some detail work
   * Restructured middle point again
      - Moved containers to middle
      - Added crates for jumping access to containers
      - Re-added back entrance to building
      - Decreased size of control point slightly
   * Disabled shadows on some props (others to follow)
- Balancing:
   * Restructured final point
      - Increased size of area
      - Moved spawn back
      - Increased size of offensive building and added new exit
      - Added cover wall to point
      - Moved point back
      - Increased defenders' spawn time for final point
      - Added small health and ammo
      - Added cover tower behind point
      - Upgraded shack health to medium
   * Increased length of cover above 'valley'
 
Feb 14, 2008
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cp_foolhill_b1detail0064.jpg


How can I make this look better...
 

MungoKing

L3: Member
Jul 12, 2008
148
47
Getting a little detail heavy for an alpha, aren't you ;P. I'd say it looks fine for now
 
Feb 14, 2008
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Getting a little detail heavy for an alpha, aren't you ;P. I'd say it looks fine for now

Going into beta soon ;)

I can't but help feel it's missing something.
 

Akill

L1: Registered
Feb 10, 2009
7
1
Im interested to know how CP1 is looking now Randdalf. any screenies?

Hopefully b1 before mondays mappack update :D
 
Feb 14, 2008
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Im interested to know how CP1 is looking now Randdalf. any screenies?

Hopefully b1 before mondays mappack update :D

if you're talking about layout then it's in a4. I may after I finish the Blu side do an a5 for progress' sake
 
Feb 14, 2008
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A little experiment turned out wrong, I'm going to scrap most of the detail here and do it over probably.

example9.jpg
 
Feb 14, 2008
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Coming soon...

So, I'm wrapping up BLU's side in the next day or so; and I made this little teaser campaign to start generating hype (if people get hyped about CP maps)

3359803144_2e1cff997d.jpg


3358985715_11f78f5a5d.jpg


3359805616_d24fd159a0.jpg


The full Flickr set is here (featuring 8 more bonus shots :O): http://www.flickr.com/photos/30879772@N03/sets/72157615367351784/

Oh yeah, it's also not called drylands anymore, but the new name is still a secret :)
 

samn

L4: Comfortable Member
Mar 28, 2008
158
47
Ooh yes hype for your map is sweeping the internets, wheres the teaser trailer :p

Map looks good, I look forward to playing it :)
 

StoneFrog

L6: Sharp Member
May 28, 2008
395
81
Nice! Looks very Valve-like. Keep it up.
 
Feb 14, 2008
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Looking excelent :thumbup1: as soon as you need a namechange for your thread send me a PM.

In this image - http://www.flickr.com/photos/30879772@N03/3358985715 - I don't really thing the sides of those I beams look so good, I'd use the cream metal instead.

Like the ones in granary?

EDIT: Turns out the ones in granary are concrete o_O, so I used that cream metal texture instead; looks a lot better :)
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Yeah the blue and red beams in the badlands interiors are concrete too, crazy stuff. I think the cream metal is used in cp_well though