[WIP]cp_timber

Discussion in 'WIP (Work in Progress)' started by cornontheCoD, Dec 1, 2008.

  1. cornontheCoD

    cornontheCoD L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    70
  2. Chilly

    Chilly L6: Sharp Member

    Messages:
    326
    Positive Ratings:
    127
    Post pictures please. Most people won't download the map just to check it out without seeing some promising screenshots first.
     
  3. cornontheCoD

    cornontheCoD L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    70
  4. cornontheCoD

    cornontheCoD L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    70
  5. cornontheCoD

    cornontheCoD L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    70
    so guys, how was a2? any comments from gameday?
     
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,538
    Cap times felt too fast. Personally I thought A and B were too similar in structure and basic layout to gravelpit's points. As well, A and B were too crowded and C was too big and open.
     
  7. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
    1,443
    Positive Ratings:
    356
    Yeah, I feel the same. A was small. C is gigantic.

    I thought alot of the B & C sides were just too wide open. C needs closed in alot.

    Someone said the spawn room for Blu was way too big. Not a big deal IMO but it is very large. I don't know, gravel pits is large too but feels different, probably because you leave a small spawn room and go outside to wait.
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,538
    Oh, speaking of blue spawn... red shouldn't be able to run all the way up to their spawn door the way it is now.
     
  9. cornontheCoD

    cornontheCoD L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    70
    ya I am planning on making that blu spawn area waiting place to be outside

    thanks for all the comments guys
     
  10. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

    Messages:
    118
    Positive Ratings:
    13
  11. cornontheCoD

    cornontheCoD L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    70
    ^ ;) Those linked to the same image.

    I realize the map isnt perfect in terms of visuals. Obviously, it isn't perfect in gameplay, either, so that is why those doors are just placeholders. Once it goes into beta I will go into more detailing. right now it needs to be like that so I can change the layout efficiently
     
  12. cornontheCoD

    cornontheCoD L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    70
    a3 is out!

    http://forums.tf2maps.net/downloads.php?do=file&id=842

    changes to a3:
    made C area smaller, with layout changes
    a few layout changes to A area
    layout changes to B area
    RED team can no longer enter BLU's spawn area
    increased cap times
    other minor fixes
    visual tweaks
     
  13. cornontheCoD

    cornontheCoD L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    70
    Any more comments from gameday that anyone wanted to reiterate? comments/suggestions?
     
  14. cornontheCoD

    cornontheCoD L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    70
    a4 is up!

    http://forums.tf2maps.net/downloads.php?do=file&id=863

    I am going to go into the beta stage soon. once I can optimize it so that I can compile it on normal settings, I will be happy. I am hoping that the longer cap times add more of a balance for both teams.
     
  15. cornontheCoD

    cornontheCoD L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    70
    not many people were there for my map on gameday. Thanks to anyone who helped test it though. I will be moving to beta soon
     
  16. Ravidge

    aa Ravidge Grand Vizier

    Messages:
    1,544
    Positive Ratings:
    2,518
    I have put the map in rotation on a server (see signature), hope you don't mind.

    Other feedback: the map feels alittle gloomy, you could try setting the sun (environment_lignt) angle a little higher so that there's a little sunlight in the map :)
    Also, a few people have commented on the sizing on the map, not that the map is too big but rather that buildings are oversized/overscaled.. you feel really small in some places.
     
    • Thanks Thanks x 1
  17. cornontheCoD

    cornontheCoD L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    70
    I'll be sure to make those fixes and let you know when it's updated
     
  18. cornontheCoD

    cornontheCoD L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    70
  19. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    573
    some things I found:

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  20. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
    1,443
    Positive Ratings:
    356
    I didn't notice any major changes since last time i played.

    The gameplay seemed alright. C is tough though.
    1: it's very wide open and even the tunnel from A to C at the bottom is closed off but chicken wire so you can't really suprise anyone coming out of there.
    2: demos and soldiers can get above C but noone else, that makes it really hard to kill them. unlike B in Gravelpit where they can get on the roof and shoot trhough a small hole into the point, on this point they aren't exposed (like GP B on roof) and they have a huge hole to shoot through and a huge platform to hide on.
    It's really hard to get any shot on them and they have full access the the entire point.

    Visually there are alot of things that could be cleaned.
    1:chicken wired needs to be about 80% smaller. It's huge now and looks odd.
    2:by A there seem to be alot of seams/mismatched brushes.
    3: the A sign in spawn casts a weird black line shadow in the doorway.

    But I'd say the one thing that needs most work is just some cover on C, it's like a huge rectangle. Some building pathways from front to back or midway. Make it friendlier for attack.

    Oh yeah, seems like defense on C might have real short spawn time but attackers have pretty long time, seems backwards.