[WIP] cp_river

Discussion in 'WIP (Work in Progress)' started by thespacepope, Feb 19, 2009.

  1. thespacepope

    thespacepope L1: Registered

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    After getting some feedback on it from valve :))) I wanted to get more feedback from way more people, and this is generally a great group here. I don't post much in the forums but I do spend time in the group's chat channel now and again. :p

    http://www.fpsbanana.com/maps/81361

    The map has 6 total points, spread over 3 rounds. It is attack/defend style like dustbowl. Still being fine-tuned at the moment...

    Critiques/comments/angry emails/etc are welcomed. :p
     
  2. drp

    aa drp

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    looking good.

    i dont see a river tho...
     
  3. thespacepope

    thespacepope L1: Registered

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    Errr...do you mean the water doesn't render for you, or what?
     
  4. Sgt Frag

    Sgt Frag L14: Epic Member

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    I think he measn it doesn't 'look' like a river. More like a man made channel.

    It almost looks like a dam to me (1st shot). Looks nice.

    What do you mean you got feedback from Valve?
     
  5. thespacepope

    thespacepope L1: Registered

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    Well thanks, because that IS a dam! But again, 3 rounds, thats the final cap point on the dam. The other two rounds are downriver, next to water.

    I sent the map over to valve and they sent me back some good feedback on it :)
     
  6. thespacepope

    thespacepope L1: Registered

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    moar screenshots, I think...
     
  7. Fearlezz

    Fearlezz L10: Glamorous Member

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    Looking good, although a bit tooooo much detail on some parts, and few details on other. Although overall very good.

    What email did you send your map too?
     
  8. thespacepope

    thespacepope L1: Registered

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    What parts did you feel had too much or too little detail? :)
     
  9. ratclaw

    ratclaw L2: Junior Member

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    I finally got around to checking your map pope, nicely done.

    The only issue i'm seeing is on the first part it seems a little difficult to get out of the water for whatever reason. Maybe it's just my computer acting up again, but you should still check it out.
     
  10. HeaH

    HeaH L8: Fancy Shmancy Member

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  11. Vander

    Vander L8: Fancy Shmancy Member

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    I really like the geometry in your very first picture in the first post. The scaffolding is a nice touch. I think there is too much red going on there though. Maybe change the brick texture into something else?
     
  12. Chilly

    Chilly L6: Sharp Member

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    We played this last night with just a few people. While I can't comment on the balance or gameplay, everyone agreed that each section was way too big. I'd suggest cutting big chunks out of each part, or blocking some areas off somehow. It'll play much nicer as a result.

    In the last stage you'll find it very hard for the attackers when the defenders put up more than 1 sentry. I think you need one more protected route up to give the attackers a decent chance.
     
  13. thespacepope

    thespacepope L1: Registered

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    Some other feedback I received said that the area for Round 1 (first point) is too small, but you say its all too big. Do you consider point 1 to big as well?

    Right now, the changes I am working on:
    Round 1:
    Move Blu Spawn a bit further away, give BLU more sniper cover, move Red spawn a bit closer, add some more metal, maybe another method of crossing the water.

    Round 2:
    No changes to first point, but the way to the second point will have some more cover along with a third entrance to the building. All of BLU's windows have been shuttered. Considering moving the point a bit farther from RED, and not such a direct path from the point.

    Round 3:
    I'll be fixing up the Dam area (last point) to give attacks another way up and to give them more cover. The last point will be a much faster cap since RED can defend it so easily. The canals on the bottom will both be opened up, and will probably make a tunnel connecting them underwater as well. Will also be changing the textures up a bit on the dam itself.

    if anyone else plans on playing this, let me know an expected date/time and I'll see if I can't drop on by. :)

    Thanks :)
     
  14. Chilly

    Chilly L6: Sharp Member

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    Round 1 wasn't nearly as bad as 2 and 3 in terms of size. I think the changes you're planning for round 1 should make it play pretty well and if it is too big, it's only slightly too big. Rounds 2 is definitely too big. You really need to cut areas down by quite a bit. Round 3 is a little too big, but if you reduce the size of the CP1 building that should help quite a bit. The stairs in that building are confusing, btw... with the arrow on the wall in front of the steps, it makes it look like you should walk directly into a wall. I'd open the stairway up and double its width while reducing the overall size of the building. An alternative would be to completely remove the CP1 building and move the CP into the lowest level of the main building, making that area 2 stories and opening it up vertically down there while shrinking it a bit horizontally. Then to replace the CP1 building add a stairwell on that end of the building that goes straight up, possibly with 1 larger landing halfway up to act as a forward base. Just an idea. ;)
     
  15. thespacepope

    thespacepope L1: Registered

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    The map has gone through a LOT of changes over the time I worked on it, Round 2 is definitely the one I've never been satisfied with. I'm thinking of moving the Point 1 building a farther from BLU spawn, more inbetween the Point 2 building and BLU spawn.

    Next build, hopefully, will fix a lot of those problems.

    EDIT: For the first time I got to play on my map with 24 people, a full server, and I then plainly saw a lot of the problems I've heard in feedback, along with a few new ones. Round 2 and 3 are going to be scaled down a bit.
     
    Last edited: Feb 23, 2009