WiP in WiP, post your screenshots!

R1ghteous

L2: Junior Member
Sep 22, 2011
70
33
I used it as a feature to stop the forward momentum of blu teams. That way red can rebuild at point 3 without having the blu team steamrolling forward.

I thought it looked like a security feature next to the giant door... perhaps adding some side tracks would help...

Thanks for the feedback guys.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
cp_ravage_a20000.jpg

cp_ravage_a20001.jpg


Currently working on the mid of cp_ravage_72 :D
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814

Your map is very pretty but my concern with gameplay is that you only ever seem to have 2 levels of height variation at any one time, at 192-256 units height, which also isn't very exciting as it doesn't give players much variation in gameplay experience; it also limits gameplay options.

Secondly when the track gets inside the area is consistantly very narrow. If i were on a server with a regular player base that would be relatively coordinated i'd be concerned at heavy stacking on BLU. Spies are a hard counter to Heavies and there isn't much room for them to get past such focused explosive spam (a result of narrow chokes) ontop of the potential to bump into players in the narrow gulley/on the narrow catwalks.
 

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655
I know I'm a little late to the feedback party but R1gtheous, you really need to tone down the amount of ripples in the water at the bottom of the waterfall.
 

R1ghteous

L2: Junior Member
Sep 22, 2011
70
33
Your map is very pretty but my concern with gameplay is that you only ever seem to have 2 levels of height variation at any one time, at 192-256 units height, which also isn't very exciting as it doesn't give players much variation in gameplay experience; it also limits gameplay options.

Secondly when the track gets inside the area is consistantly very narrow. If i were on a server with a regular player base that would be relatively coordinated i'd be concerned at heavy stacking on BLU. Spies are a hard counter to Heavies and there isn't much room for them to get past such focused explosive spam (a result of narrow chokes) ontop of the potential to bump into players in the narrow gulley/on the narrow catwalks.

I know I'm a little late to the feedback party but R1gtheous, you really need to tone down the amount of ripples in the water at the bottom of the waterfall.

Thank you both for your input.

@grazr I think there is quite a bit of variation in height, but ill keep a watch and have no problem adding more variation if it proves to be necessary. Also I do know that the cartpath tends to get quite narrow particularly at point C. However, there are many flank routes both horizontally and vertically. In any case I will keep a very close eye on it and even try to setup your worst case scenario where I ask the blue team to stack the cart.

@Okrag Never too late for the feedback party! Love all that I can get. I think you may be right... Ill tone it down a bit on this next release.

I have been lucky enough to have several communities adopt my map pretty much immediatly. Crit Sandvich Network, Playstuff, Fester Place, Off Balance Gaming, and a few others (as well as my own 24/7 server that I populate when I can). All of which have given me fantastic feedback/suggestions/demos/sourcetv's to watch. As a result I will have another release out tonight or tomorrow addressing all of the issues that have been found thus far.
 
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tyler

aa
Sep 11, 2013
5,102
4,621
Cross posting from the Hella thread

Languid did this (this is an outside point)
http://i.imgur.com/s0txc.png

Yellow being cap zones (two layers)
http://i.imgur.com/cGYul.png
http://i.imgur.com/V2sYq.png
http://i.imgur.com/1COmV.png

This being some kind of displacement cliff + rubble
http://i.imgur.com/FLmBi.png

This being my partial adaption into the C I built
http://i.imgur.com/HSZ5H.png

This being something or other
http://i.imgur.com/vxA8I.png

I guess my question is should I continue to adapt this and expand on the idea or do you guys think that with a little detailing C will be fine as I have it now? If I end up redoing C like this I might delay the endurance test. I've also been thinking about running somewhere in the neighborhood of 2-4 different versions of Hella during the test so that might be a good time to try some of this shit out.

I guess my biggest fear is getting an hour in and realizing something is too horrible and wasting the endurance test entirely because it's not really something I want to do more than once (just for sanity's sake)
 
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Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,258
Since there is no feedback thread for manngrove...

1. MAKE ONE, R1GHTEOUS, OR ELSE

2. you have a floating lightbulb
pl_manngrove_rc10000.jpg


3. to add what grazr said about gameplay variation, the cart also doesn't go uphill or downhill except for the tiny step near the turntable. it's not exactly bad, but it's another missed chance to spice up the play :p
 

R1ghteous

L2: Junior Member
Sep 22, 2011
70
33
Since there is no feedback thread for manngrove...

1. MAKE ONE, R1GHTEOUS, OR ELSE

2. you have a floating lightbulb
pl_manngrove_rc10000.jpg


3. to add what grazr said about gameplay variation, the cart also doesn't go uphill or downhill except for the tiny step near the turntable. it's not exactly bad, but it's another missed chance to spice up the play :p

Nice find. Thanks!

Ill have a new version out in a couple of hours to fix all of the issues/found in the map. Have had loads of feedback from lots of communities.