(WIP) cp_shock

Discussion in 'WIP (Work in Progress)' started by Snipergen, Dec 9, 2007.

  1. Snipergen

    Snipergen L13: Stunning Member

    Messages:
    1,053
    Positive Ratings:
    150
    I needed a new name since some other guy was before me with cp_volcano. I should kill him but meh... now my latest screenshots:

    [​IMG]

    [​IMG]

    [​IMG]

    This house you see is gonna give FANTASTIC gameplay i think. I just wish i could finish the map already I cant wait to play it with 30 people :O

    [​IMG]
     
    Last edited: Dec 9, 2007
  2. Intraman

    Intraman L4: Comfortable Member

    Messages:
    191
    Positive Ratings:
    0
    it looks interesting. Do you have a screen of the lay out so we can gauge how the gameplay will be?

    Oh and looking at the last screen shot. There's something about the roof that I couldn't place my finger on. After some thought I realized that the lower roof (on the right) could use some extra detail.. Perhaps a sky light, prop, or decal.
     
    Last edited: Dec 9, 2007
  3. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,767
    Positive Ratings:
    5,508
    Your water looks to be expensive water (reflection and refraction), I'd recommend using the always-cheap water that was used on Hydro because expensive water looks horrible when used on multiple levels. The engine will only do one reflection plane, so whichever water surface it deems "current" will give it's reflection to ones above or below and look bad, as well as there being an extremely noticeable change when the "current" surface is changed.
     
  4. Scoobingsthe2nd

    Scoobingsthe2nd L4: Comfortable Member

    Messages:
    170
    Positive Ratings:
    0
    I like it, it's lookin good :thumbup:

    In terms of constructive criticism (because I believe "It looks good!" doesn't REALLY help anyone) I have 2. The ridge to your waterfall looks like it comes to a lip. It might be the angle of the screenshot or whatever, but it looks like it comes to a really thin lip, that in reality we would never see. The rock would be too thin to stand on it's own and would eventually be broken off by something. I might be over thinking it, but most rocks you see in nature have solid sides because they've been worn down over time (especially ones by water). Very rarely do ridges actually form sharp sides like that.

    2nd, is that in my opinion you should remove the model rocks coming out of the side of the wall... the textures don't match enough to make them look right and I REALLY like the texture you used for the rock wall. So I'd suggest removing them entirely.

    Other than that I really look forward to it :D I noticed the water wheel, nice touch :thumbup:
     
  5. Logo

    Logo L3: Member

    Messages:
    115
    Positive Ratings:
    25
    I think shock is a better name anyways to be honest. Map looks good so it'll be interesting to see the final product.
     
  6. Snipergen

    Snipergen L13: Stunning Member

    Messages:
    1,053
    Positive Ratings:
    150
    Thanks guys :) about the water, I tryd hydro like you suggested but it didnt look good. Im gonna keep it like that. MOAR SCREENS! Almost finished, had to delete 1 control point, gonna be intens action! 2 cp's

    [​IMG]

    [​IMG]

    [​IMG]

    Its almost finished, just the latest control point, player clip brushes, check a last time and we can play :D
     
  7. Scoobingsthe2nd

    Scoobingsthe2nd L4: Comfortable Member

    Messages:
    170
    Positive Ratings:
    0
  8. Logo

    Logo L3: Member

    Messages:
    115
    Positive Ratings:
    25
    The water wheel looks too perfect/planned (and kind of flat). It seems out of place.

    You maye should try placing wood planks (small rectangle wood texture brushes) along the wheel part to give it more of rustic feel to it.
     
  9. Intraman

    Intraman L4: Comfortable Member

    Messages:
    191
    Positive Ratings:
    0
    Hrmm in your 2nd new screen shot, the fences look really odd. I'm pretty sure no one would ever build fence diagonally. They would be straight up and down and just decend along the ground. Also You need to change or alter the shacks' texture. It looks really weird to have similar looking holes that line up prefectly.
     
  10. Snipergen

    Snipergen L13: Stunning Member

    Messages:
    1,053
    Positive Ratings:
    150
    made the hole in the pipe but didn't read intraman his true suggestion for the beta.

    I released the map. It's not optimal yet, but I really needed to playtest it before I added more details.

    DOWNLOAD: http://www.fpsbanana.com/maps/40825
     
    Last edited: Dec 10, 2007
  11. Crimson

    Crimson L3: Member

    Messages:
    119
    Positive Ratings:
    1
    I just played it, only thing I don't care for is the edges of the water. Seems very jagged and un natural. Rest of it looks pretty good.
     
  12. marnamai

    marnamai L1: Registered

    Messages:
    48
    Positive Ratings:
    2
    I 've played trough it on my own, and I noticed quite a few things.

    - the map is very open => too sniper friendly
    - the capture zones are too easly covered by soldiers, make the entrances not end up in front of the cappoint?

    - light is bleeding trough the displacement seams
    - many faulty fading distances (mostly the crates)
    - floating models (not touching the ground => crates/haypiles/ect ...)
    - incorrectly light models (black parts)
    - visisble nodrawed parts
    - awfull water edge's
    - pretty useless secondary exit for blue => players need to pass the first exit but when a smart engineer places a turret there?
    - engineers can get on the blue spawn tunnels => dispenser+tele trick
    - maybe add one way gates for the blue tunnels?
    - add more cover so players can take cover from snipers and turrets around both capture points
    - the middle house is too empty
    - you need to place more playerclips => these are VITAL to smooth player movement (all wooden supports against the walls should have clips!)
    - some area's are accessible while they obviouslly shouldn't => under houses and capture points, or above the cappoints => the wooden roof supports on the first cap

    Here are a few screenshots with more comments

    [​IMG] [​IMG] [​IMG] [​IMG]
     
  13. marnamai

    marnamai L1: Registered

    Messages:
    48
    Positive Ratings:
    2
  14. marnamai

    marnamai L1: Registered

    Messages:
    48
    Positive Ratings:
    2
  15. marnamai

    marnamai L1: Registered

    Messages:
    48
    Positive Ratings:
    2
    [​IMG] [​IMG] [​IMG] [​IMG]

    EDIT: Sorry for the QUAD post but each post is limited to 4 images (smilies included) Maybe this is something the admins should consider fixing?
     
  16. Snipergen

    Snipergen L13: Stunning Member

    Messages:
    1,053
    Positive Ratings:
    150
    omg you guys, you are fantastic :) im working away all the errors now + thinking of making alternative ways. marnamai you have no idea how much i thank you for pointing out some things i didn't see/thought of yet. You really looked at every single inch right? :D

    Just fantastic man thx!!!!

    Also I liked to thank JTG for pm-ing me some bugs.


    Working on it now!


    EDIT: With some things I don't agree, if they would make a sentry close to the spawn it would get shot immediately since every single person sees it first, and so players would move up.

    I changed the supply locker where snipers could shoot in the house. But i still want to keep that. Wanna see how it works in the game.
    All graphical glitches are fixed too. Only left the water.
    Couldn't believe i forgot some player clip brushes :O stupid me :)
    I like the lights in the blue spawn but i agree that it looks quite boring to spent a minute in.
     
    Last edited: Dec 11, 2007
  17. marnamai

    marnamai L1: Registered

    Messages:
    48
    Positive Ratings:
    2
    Geen probleem, ik zag dat het een map met potentieel was en ik zou het een schande vinden moest dit verloren gaan ;)
     
  18. Snipergen

    Snipergen L13: Stunning Member

    Messages:
    1,053
    Positive Ratings:
    150
    Ah hier se nog nen belg :D Merci he gast ^^ heeft me al veel geholpen
    kunde mij es toevoegen op steam friends? --> tis gewoon mn nick ;)
     
  19. Nizzem

    Nizzem L2: Junior Member

    Messages:
    57
    Positive Ratings:
    0
    This problem exists on majority of the official maps [​IMG]
     
  20. Snipergen

    Snipergen L13: Stunning Member

    Messages:
    1,053
    Positive Ratings:
    150
    I know nizzem, thats why I did it too, to make a bit of fun with valve's maps :)

    Its not disturbing or anything

    ANYWAY, im uploading cp_shock_b2 now, i added an alternative route, everything should be ok now, bugs fixed, better time etc etc... this is how it should have been but a bit too late :p