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[Contest Entry WIP] cp_greenvalley
Created 9th February 2009 @ 15:13
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The mid cap looks really fun kinda like badlands but more open, though I have to say the second and last cp’s looks too easy to attack. There has to be like a bottleneck before the second cp and you shouldn’t give the attackers the terrain advantage when they’re pushing out to the last cp, just look at well, granary, gravelpit or freight
make it more nice and easy on the eyes please
make it alpine!
might pop out unoptimizised alpha without any special detail so you can check out the layout and give some ideas how to improve. thats only if i have enough time for do stuff with sdk today (thats why this thread has been lacking pics and evolving)
sorry about the doublepost, but bump is a way to get people see this :)
so, without any extra detail (might go to get few pics at some point), but here is the LayOutTest map
i know it has some texture flaws but were lazy to fix them to this “release”
i haven’t playercliped the roofs but will do in future
ready for gameplaytest.
changes:
– clipped the roofs
– made 2nd cp area more tight and added buildings
– etc some small fixes.
Screenshots in cp_lot_a2 13.2.2009
http://www.nocrits.com/maps/screenshots/cp_lot_a20001.jpg
http://www.nocrits.com/maps/screenshots/cp_lot_a20002.jpg
http://www.nocrits.com/maps/screenshots/cp_lot_a20003.jpg
http://www.nocrits.com/maps/screenshots/cp_lot_a20004.jpg
http://www.nocrits.com/maps/screenshots/cp_lot_a20005.jpg
http://www.nocrits.com/maps/screenshots/cp_lot_a20006.jpg
http://www.nocrits.com/maps/screenshots/cp_lot_a20007.jpg
http://www.nocrits.com/maps/screenshots/cp_lot_a20008.jpg
Lovely map!
Would love to see a finnished version.
Last cap looks abit too easy to defend, but I have just run through the map as a scout 3 times :)
very impressed with the gameplay potential of the map areas, middle point cp does somewhat resemble badlands however im confident that various changes will actually alter the resultant gameplay in an entirely different way. nice job cant wait to playtest it
Pretty nice jump. My only thought is that you should do something about the middle cap, so it’s not so badlands-like. Also i am afraid of the roofs between cp3 and cp2/4. To me it seems like they will be TOO usefull. 2 Soldiers on that roof, can easily nuke/spam the whole area around the cp2/4.
The building before cp1/5 has too many stairs, could be done more simply imo.
But overall a great map and good looking, remember that all i mentioned was critism :)
every roof are clipped except the small ones at the end of middlearea so dont know about the spam at roofs :) and i already made the buildings higher which you cant access. and i need to rethink the 1st cp area if it doesnt work properly in playtest
cp_greenvalley_a3
update 14.2.2009
changelist
– reworked some parts of the 1st-2nd cp area
– added health- and ammopacks to other side aswell
– made some the buildings higher so its easier to navigate that some roofs are unaccesable
– some small fixes and changes
Elevated middle is not a good idea. It renders too many classes useless in the middle fight. Badlands is a favourite map in my opinion because all of the classes are equally useful. Scouts get a nice area to roam and flank, soldiers are key to taking the spire, demomen get long pipe jumps and nice chokes for stickies, heavies get an open middle area to gain a positional advantage. Pyros work, spies work, snipers work.
medic… well… who cares. ^_^
Elevated middle is pretty much, soldier and demoman territory with scouts flanking around to harass the medic. I’m sure it would be fun at first, but it will get dull.
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