[WIP] cp_radium

Discussion in 'WIP (Work in Progress)' started by MungoKing, Jul 14, 2008.

  1. MungoKing

    MungoKing L3: Member

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    Heyo, I made an original post here some months ago and lost time to a lot of other things, and only recently have been able to continue work on the map (a week and a half ago recently) so here is the first alpha.
    THIRD ALPHA RELEASED

    DOWNLOAD
    cp_radium_a3.bsp
    cp_radium_a3.bsp.bz2

    VERSION A3 CHANGES
    -Almost complete reconstruction of the first round, should be much more interesting now
    -There are now two blu spawns in the first round
    -Opened up quite a few doorways
    -Added some signs around the deathpit indicating it is indeed, a death pit, and that you can not get through the playerclipped window.
    -The one-way door from CP3-1 up to the second level is now one-way, as originally intended.

    VERSION A2 CHANGES
    -Red can now win
    -Points are allotted correctly
    -Time is now added to the clock when points are capped
    -Changed final cap point to be a little more dynamic
    -Added a path with a one way door going from control point 3-1 up to the second level.
    -Fixed a lot of leaks
    -Redid some brushwork in the early parts of the first stage
    -And a bunch of other small things

    Ok, well here are some pictures, and thanks for any feedback!

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    Last edited: Feb 22, 2009
  2. MungoKing

    MungoKing L3: Member

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    OK, here's the first of my attempts at making ice wall textures out of rock wall textures

    [​IMG]
     
  3. Snipergen

    Snipergen L13: Stunning Member

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    Please don't use that rock texture. The photoshopping to ice is great, but the original texture just sucks. Use the badlands rock texture please!
     
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  4. MungoKing

    MungoKing L3: Member

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    Yeah I plan on going through all of them and seeing which look best. Thanks for the tip though :thumbup:
     
  5. MungoKing

    MungoKing L3: Member

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    Bump, finally :)
     
  6. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

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    That map looks leaked.

    Or, the ambient is really really low. Not sure which.
     
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    Last edited: Feb 15, 2009
  7. Icarus

    aa Icarus

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    You have a leak in your map. This causes your lighting to not bounce (see your ceilings -- they're pitch black)
     
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  8. trainRiderJ

    trainRiderJ L5: Dapper Member

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  9. MungoKing

    MungoKing L3: Member

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    Ok, I'll run the compile log through an error checker. It couldn't just be the fact that in some of the place where it's very dark I have no light/they are light_spot entities could it?

    Ugh, I played that map, no fun at all... OK now I have to think of another name >.> Any suggestions?

    But more importantly, does anyone have any comments on the layout/map itself? I know the leak was a problem, but I'm not too concerned...
     
  10. Fogold

    Fogold L2: Junior Member

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    Cp_grudge
    cp_Raven
    cp_Odin
    cp_desolation
    cp_downfall
    cp_secluded
    cp_blood (has this been done)
    cp_blizzard

    Those are a few.
     
  11. MungoKing

    MungoKing L3: Member

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    While those are interesting (if somewhat generic) I'm not sure what any of them have to do with my map :p. I've though of one already anyway though. THE NEW MAPNAME IS CP_RADIUM
     
  12. MungoKing

    MungoKing L3: Member

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    SECOND ALPHA RELEASED

    DOWNLOAD
    http://forums.tf2maps.net/downloads.php?do=file&id=1010

    VERSION A2 CHANGES
    -Red can now win
    -Points are allotted correctly
    -Time is now added to the clock when points are capped
    -Changed final cap point to be a little more dynamic
    -Added a path with a one way door going from control point 3-1 up to the second level.
    -Fixed a lot of leaks
    -Redid some brushwork in the early parts of the first stage
    -And a bunch of other small things

    Known issues
    -Skybox walls are a little low- in certain places it's quite ugly.

    Possible Issues
    -Spawn locations (I'm waiting for play testing on this one

    See first post for updated pictures
     
    Last edited: Feb 20, 2009
  13. Owlruler

    Owlruler L12: Fabulous Member

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    okay, you wanted a sum up of the problems we found, well

    1. only one spawn exit in first area.
    2. some areas that you think you can get get to, you can't, like the slanted roof in the first area by the second cap.
    3. the hurt trigger doesn't work so you get stuck in the 'CANYON OF DEATH!!1!one!!1'
    4. By the 'CANYON OF DEATH!!1!one!!1' in one of the access tunnels there are litle ledges the stick up out of the ground which you can't walk over.
    5. Some of the doors just seem too small for tf2.
    6. Not enough signs, I got losdt several signs.

    Well thats all the problems I can think of.

    EDIT, remembered the lack of signs.
     
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    Last edited: Feb 18, 2009
  14. MungoKing

    MungoKing L3: Member

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    ALPHA 3 IS OUT

    VERSION A3 CHANGES
    -Almost complete reconstruction of the first round, should be much more interesting now
    -There are now two blu spawns in the first round
    -Opened up quite a few doorways
    -Added some signs around the deathpit indicating it is indeed, a death pit, and that you can not get through the playerclipped window.
    -The one-way door from CP3-1 up to the second level is now one-way, as originally intended.

    See First post for updated pictures
     
  15. luxatile

    aa luxatile deer

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    The spawn times were incredibly long, especially for BLU.

    Many of the areas were very open and long. Trimming down the lenght of the walks to the Control Points would be good, and some more cover is needed.

    Getting from point 2-1 to point 2-2 was pretty muchi impossible, since the building interior was one big chokepoint (the only alternate passage was very disadvantageous).

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    A way to fix the above problem would be to let BLU access the roof. The ramp I'm standing on seems like a waste at the moment anyway, since it leads to nowhere.

    Finally, you should make the setup gates stay open after setup is over. Having to open them is annoying.
     
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    Last edited: Feb 28, 2009
  16. Apom

    Apom L6: Sharp Member

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    I just played this in gameday. Overall, the map is too big and needs some scalign down. It takes incredible time to go from BLU spawn to the second point in both of the first levels (attackers only succeeded once because I scout-ninjaed the second point after bonking my way through the RED early on and nobody cared to follow me, which shouldn't be the only way to win).

    Also there's apparently a timer bug (indicated time left is not actual time left).
     
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  17. KarmaKaze

    KarmaKaze L2: Junior Member

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    This thing is huge! And I don't really mind that at all. It does need a lot of signs...I was never sure where I was going. Needs something to break up the big open areas too.

    And I heard a lot of talk about the long spawn times for Blu...I think I was Red the whole time so I can't give you a first hand opinion on that.
     
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