[WIP] cp_oilrig - approaching beta 5

Discussion in 'WIP (Work in Progress)' started by Gadget, Jul 19, 2008.

  1. Gadget

    aa Gadget

    Messages:
    503
    Positive Ratings:
    423
    [WIP] OIL RIG - Home of the Engineer

    [​IMG]

    [​IMG]
    Column 1 Column 2
    [​IMG] [​IMG]
    [​IMG] [​IMG]


    [​IMG] (cp_oilrig_a10.zip | 3.7 MB) .BZ2 file (3.5 MB)


    * Update 2009/02/27 - Alpha 10 release for gameplay testing

    o new layout (gravelpit style)

    Feedback needed:

    o gameplay
    o path layout
    o area sizes & running distances
    o ammo & healthkit locations
    o respawnwavetimes
    o team & class balance

    Don't worry about any dark spots or visual glitches you will find, this release is for gameplay testing.

    Feedback & suggestions received:
    o -

    ToDo:

    o change layout according to feedback and gameplay tests
    o add visual style and details
    o more lights
    o skybox
    o optimization
    o soundscape, cubemaps, nobuilds, menu photos



    _______________________

    [​IMG]

    * Old Beta 3 Release (cp_oilrig_b3)

    Column 1 Column 2
    [​IMG] [​IMG]
    [​IMG] [​IMG]


    Download at FPSBanana.com
    Discussion Thread


    * Old Beta 3 - Modified Testlayout (cp_oilrig_preB5test)

    Column 1 Column 2 Column 3 Column 4
    [​IMG] [​IMG] [​IMG] [​IMG]
    [​IMG] [​IMG] [​IMG] [​IMG]
    [​IMG]


    Download cp_oilrig_preB5test (19.5 MB ZIP)


    * Old alternative layout (cp_oilrig_b4new)
    Column 1 Column 2 Column 3 Column 4
    [​IMG] [​IMG] [​IMG] [​IMG]
    [​IMG] [​IMG] [​IMG]



    * Alpha 4 Discussion Thread
    * Alpha 1 Discussion Thread
     
    Last edited: Feb 26, 2009
  2. Spike

    Spike L10: Glamorous Member

    Messages:
    716
    Positive Ratings:
    82
    Shouldn't you post all your betas on only 1 thread?

    Anyway, it looks very nice.
     
  3. Gump

    Gump L1: Registered

    Messages:
    1
    Positive Ratings:
    0
    Your map's come a long way since I gave you my feedback. Rock on.
     
  4. ColdFire

    ColdFire L2: Junior Member

    Messages:
    87
    Positive Ratings:
    15
    I've tested it, solo, this morning, to see the change.
    First: wow. You DID cut and redo!
    Not used to play it with day light, but well, we'll see. I like the night-light of b3 (with maybe a higher resolution for the skybox? It looked kind of pixellized for me on 1920x1200 4xAA)

    A few things I noted on preb5test:

    Strange reflections:
    [​IMG]
    [​IMG]

    (I took screenshots of sections needing filling, but I guess you already know them!)

    [​IMG]
    Add a C sign here

    [​IMG]
    More thing to look at on the window? More things on the 3D Skybox?

    [​IMG]
    Clipping problem: I rocketjumped on the light then straffed and did not fall

    [​IMG]
    Door to complete

    [​IMG]
    We're blocked at this point: maybe allow players to go on all the heliport surface and put fences to block them? Or, funnier, allow them to die falling in the water :) I'd love to use pyro's compression blast or a rocket to make an ennemy fly then fall in the water!
     
    Last edited: Jul 20, 2008
  5. Gadget

    aa Gadget

    Messages:
    503
    Positive Ratings:
    423
    thanks ColdFire for taking the time. You noticed exactly those points I need to spend some time on:
    - adding more cubemaps (for the reflections)
    - do some player clipping
    - adding signs
    - adding skybox details
    - and of course changes to textures and lighting

    pushing the player into the water might be an option for the helipad...

    You mentioned that pixelated night sky. I don't know what went wrong with that but it was the tool HDRShop I used for creating the HDR sky and after saving the files the sky looked pixelated.



    (my next project will be all in one thread but this time I thought it was time for a new one)
     
  6. Aaronmiles2

    Aaronmiles2 L1: Registered

    Messages:
    14
    Positive Ratings:
    2
    I haven't tested your map, but from the looks of the first one, when it's complete, show it to Valve and ask them to make it a default map. It looks awesome.
     
  7. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,309
    A definite improvement.
    Bump your graphics up to full for screenshots, these don't do the map justice ;)
     
  8. Bonafide

    Bonafide L6: Sharp Member

    Messages:
    314
    Positive Ratings:
    25
    I thought the last beta was good enough to be an official map. (although where to go was slightly confusing at times) . I cant wait to see what you do with this one.
     
  9. RuninginCircles

    RuninginCircles L1: Registered

    Messages:
    18
    Positive Ratings:
    1
    Hey, this is Running from AI, just here to leave a few comments from the playtesting earlier. First of all, B needs a little rework. Red can get to it a bit too quickly...maybe increase spawn times or add some distance (take out the stairs to the right of spawn?). Also, maybe put some boxes or something on the far end of those giant red shipping crates so that 1 sentry gun doesn't have a view of all 5 entrances to B.

    For the chain link fences, you might want to add poles to the end/corners of each of them to make them look a little more realistic.

    Also, for the floors I may just be picky...but it looks like everything just got spit shined. If you look at pictures of oil rigs ( http://www.pipe-logix.com/images/RigFloor.jpg ) they are mostly concrete or painted/worn metal. ::shrug:: just my 2cents.

    Anyways, keep up the good work.
     
  10. Gadget

    aa Gadget

    Messages:
    503
    Positive Ratings:
    423
    thanks again for the playtesting. I noticed too that B is very hard to capture right now - will spend some time and thoughts on that.

    you don't have to worry about those fences and shiny floors. this version is for playtesting in the first place so I didn't finish all that visual stuff.
     
  11. FLOOR_MASTER

    FLOOR_MASTER L3: Member

    Messages:
    119
    Positive Ratings:
    139
    I ran this with 31 players the other day. The most glaring issue is that C is impossible to capture. This may change when there are less players on, but I've yet to see BLU ever win the map in all the playtests I've ran on every beta you've released.

    Some of the doors have trigger areas that are far too small, notably the doors BLU uses that are located just outside of point A. The small trigger areas deny BLU the ability to get rid of sticky traps or inflict damage on pyros/other enemies waiting outside the doors without essentially sacrificing a player. I would also recommend adding a window to the area indicated here to give BLU a better sense of what's going on outside.

    I'm not sure what the best solution for C is, but in its current form it's unfortunately a map-killer. A first approach would be allowing BLU to make better use of the height advantage they get from the elevator/air duct area. The walls in the drop-down area right next to point C need to be reconfigured such that BLU isn't immediately shot down by sentries on the catwalks. Here's one idea.. I'd also recommend removing the large props around the corridor shown here. They present a serious disadvantage for BLU given that they are situated right at the corner.
     
    • Thanks Thanks x 1
  12. ColdFire

    ColdFire L2: Junior Member

    Messages:
    87
    Positive Ratings:
    15
    If you want, I can add it to my server, we play it tonight, and tomorrow I give you the sourcetv dem file for it
     
    • Thanks Thanks x 1
  13. Gadget

    aa Gadget

    Messages:
    503
    Positive Ratings:
    423
    that would be awesome and very helpful
     
  14. ColdFire

    ColdFire L2: Junior Member

    Messages:
    87
    Positive Ratings:
    15
    Quick abstract: attackers had hard time finding C and going up to C
    B may be hard to attack
    For the rest, the better will be to look at the sourcetv file, I'll give you the link tomorrow as my script will put it bz2'ized on my website during the night (France time)
     
  15. crazychicken

    crazychicken L2: Junior Member

    Messages:
    93
    Positive Ratings:
    7
    the oilrig should be designed for one team imo, not red main part with blue area spawn. makes it look unrealistic
     
  16. ColdFire

    ColdFire L2: Junior Member

    Messages:
    87
    Positive Ratings:
    15
    • Thanks Thanks x 1
  17. Gadget

    aa Gadget

    Messages:
    503
    Positive Ratings:
    423
    just watched the demo recording and now I have a lot to think about...
    (it's also good for training my french :) )
     
  18. ColdFire

    ColdFire L2: Junior Member

    Messages:
    87
    Positive Ratings:
    15
    Yep, I should have warned you, sorry, my server's french so it's stange but there are lots of french people :confused:
     
  19. Open Blade

    Open Blade L7: Fancy Member

    Messages:
    439
    Positive Ratings:
    34
    I have always enjoyed playing this map. Just something cool about being on the oilrig in high seas at night. You don't see that every day............lol.

    My clan plays this map alot, mostly because I nominate it :)

    For real, I like the changes but you should have 2 versions and keep one of them true night time. That's part of the awesome feeling about this map and again, you just don't see it that often.

    About the only thing negative I could say is that while playing, players often say that parts of the layout are confusing. That's it though.

    BTW - you wouldn't have that night skybox set available for download would you?
     
    Last edited: Jul 24, 2008
  20. Gadget

    aa Gadget

    Messages:
    503
    Positive Ratings:
    423
    the night skybox version will be available with the next release again...

    right now I'm thinking about the simplification of the layout and how to make it more straight forward. I'm probably going to do three layers (one for each CP) so you can fight from the bottom to the top of the oil rig.