[WIP] cp_resonance_b5

Discussion in 'WIP (Work in Progress)' started by ScorpioUprising, Feb 10, 2009.

  1. ScorpioUprising

    aa ScorpioUprising

    Messages:
    402
    Positive Ratings:
    354
    Last edited: Feb 26, 2009
  2. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    A very very solid 5 cp map. I've heard the comp community liked it a lot.
    Not much to suggest at this juncture, but add supports to the platforms above the roofs in pic 4 (top rightish)
     
  3. Icarus

    aa Icarus

    Messages:
    2,246
    Positive Ratings:
    1,181
    I really like your use of Hydro Themes
     
  4. ScorpioUprising

    aa ScorpioUprising

    Messages:
    402
    Positive Ratings:
    354
    Gah, you mentioned that before. Completely forgot.
     
  5. trainRiderJ

    trainRiderJ L5: Dapper Member

    Messages:
    203
    Positive Ratings:
    31
    I've had the pleasure of playing this map in a few TF2F pugs, and I have to say it's my favorite custom push cp map to date. In fact, I'd put it below only badlands and granary on my list :)

    Excellent design, each point is fun and different to play on. I especially like the vertical gameplay around point 2. There are plenty of opportunities for all classes to do what they do. Good health/ammo placement, also.

    My only two reservations from the previous version were that there was an excessive amount of props and that the timer was broken. As far as I know, both of these have been resolved.

    I'm sure we'll be pugging some on b5 this week, add me to steam if you'd like to spec or just want to hear what we have to say.

    http://steamcommunity.com/id/trainRiderJ
     
  6. ScorpioUprising

    aa ScorpioUprising

    Messages:
    402
    Positive Ratings:
    354
    For the most part, I'm really happy with the gameplay feedback I've been getting. The real crux of it at this point it tuning and visual work. Any feedback in these areas would be appreciated.
     
  7. trainRiderJ

    trainRiderJ L5: Dapper Member

    Messages:
    203
    Positive Ratings:
    31
    We pugged again on b5 and I think it was a pretty solid improvement. The cap time for the last point is just about right in my opinion, not too fast, not too slow.

    Cleaning up some of the prop clutter around the map helped also, and I definitely like the new room opposite the point if you're attacking point 2. The new long pathway to two seemed a bit too long and straight, maybe think about breaking that up a little.

    I'll try my best to get this map played by other people, because I really like it a lot!
     
  8. captainAngry

    captainAngry L7: Fancy Member

    Messages:
    434
    Positive Ratings:
    247
    I can't say that I have spent a ton of time on this map, however we do run B3 on my server's regular rotation and it is well received. You can view the ratings here: http://gaming.calculatedchaos.com/ratings/

    Once B5 is out of WIP status you should shoot me a message so I can update the version on my server.
     
    • Thanks Thanks x 1
  9. trainRiderJ

    trainRiderJ L5: Dapper Member

    Messages:
    203
    Positive Ratings:
    31
    I'm pretty sure this is just a WIP for the map in general. B5 is definitely an upgrade over b4, which I assume was an upgrade over b3.
     
  10. ScorpioUprising

    aa ScorpioUprising

    Messages:
    402
    Positive Ratings:
    354
    Yes, trainriderJ is right. If you like b3 then I'd always recommend you upload the latest versions. Playtest info can definitely help me improve the maps quality.
     
  11. ScorpioUprising

    aa ScorpioUprising

    Messages:
    402
    Positive Ratings:
    354
    Next version is out. I've made some pretty big changes to the final points, both in terms of visual flair as well as layout. I'm fairly happy with the general layout at this point, just looking for some more playtest feedback to optimize some of the locations.

    http://www.fpsbanana.com/maps/82300
     
    • Thanks Thanks x 1
  12. Phobos

    Phobos L3: Member

    Messages:
    132
    Positive Ratings:
    48
    I really like the aesthetic style of the map. It's functional but but not bland (unlike Turbine for example). Also good usage of the signs, I had no problems to move around and find the cps.

    I just want to comment on some minor visual things.

    -The door directly at cp 2/4 is too dark, it's almost black (see the fourth picture in your first post). Can you brighten it up?

    -You could add some more grass or small rock props at the seam between the rock and the sand texture at cp 3 (I'm talking about the rock to sand transition when you come out of the waterpool)

    -The second forward spawn needs some detailing love. Nothing to fancy, maybe just the spawn wardrobe and some bottles in the corner.
     
    • Thanks Thanks x 1
  13. ScorpioUprising

    aa ScorpioUprising

    Messages:
    402
    Positive Ratings:
    354
    Thanks man! I'm really not sure why that door is so dark. Its been like that for a couple of iterations and I'm not sure what is causing it. Some shadowing from the func door I'm guessing which is a bit odd. I'll definitely cover the other two things you mentioned. Those forward spawns are going to be repositioned a bit I think.
     
  14. Mar

    Mar Banned

    Messages:
    607
    Positive Ratings:
    63
    How is this map coming along? Are you planing to make any more changes?

    Maybe [AoC] can playtest this map for you Scorpio Uprising? Check this link out! LINK

    Go ahead and submit this map for your playtest. We are dying to get a match in with you.