[WIP]cp_mines

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,081
you thought it was too small? o_O dude, I cannot tell you how wrong you are, the main thing we were hearing in game (other than the missing textures/cubemaps) was that the map was huge and everyone was getting lost. You need to reduce the size of it by about 50% (so everything that is 1024 units becomes 512, 256 becomes 128...) then I think you will have a more playable map.
Also - never release something for testing that has missing textures or cubemap problems..never, just never - you know why? we had about 6 people in vent (voice comms thing) and all we were saying was "ow my eyes" it makes everyone complain about the purple checkers rather than the other problems

You have model textures ALL over your map, you need to remove ALL of them, use the texture window, find a model texture and click the replace button that way you can replace every face with that texture in one go. you want to be replacing textures with "model/" or "prop/" in their name with ones like "metal/" "wood/"

There is no sensible theme for this map, you start of underground, then your outside in a huge glass thing, then there are two freestanding buildings, then a HUGE thing wich looks really odd because its like an upside down pyramid :s it really makes no sense.

The elevator mechanic is messed up, it really doesn't work and is very confusing, it kept going down just after it started going up and never really went anywere usefull and yeah, just a mess.
I believe some of the scout taunts would go nicely at the end of this post, but I'll leave them to your imagination ;)
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
Buh BUh BUHHA! HOLY $&#$ this map is HUGE!

I'd say that you have a great design, yet very poor execution.

This map is massive, and what Youme said, you have this giant structure of bricks like 2000 feet in the air hanging by nothing. And the useless "dump" space is just a waste of model % and my fps. This map needs to be halved (like Youme said) Defiantly. I was under the map with the soldier scaring people away with my rockets. You can wander around in this map for about 3 minutes and not see ANYONE on anything less than a 16 man server. The framerates are horrible due to poor optimization, i see that nearly nothing is nodrawn (when i was outside the map, it was like another map, except inside out) I presume you have no hints or anything, that is a must next build, hence the size of the map.

Anyway, in conclusion, design is good, just needs a hella lot of work nearly everywhere.
 

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
I've been slowly ironing out the major problems with what time I have left, adding arrows, fixing gameplay issues, ect. Most recent build I have uploaded (I checked 3 TIMES for cubemaps and texture, so I won't make that mistake again :D)has fixed gameplay issues with distance to the control points, and making it harder for an engineer to bypass the other team in getting to the 4th cp... but if it doesn't discourage them I might need to add a door, we'll see. several arrows were added, the wall in the mining tunnel was removed due to most peoples complaints, and lowered the wall leading to the 4th cp, so you don't get hurt from crossing over it. I released this kinda quick, because of the cubemaps, and still have many things left to do, such as optimization (working on it as I type, somehow...) Download here.