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[Contest Entry WIP] cp_greenvalley
Created 9th February 2009 @ 15:13
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Did a quick unscientiffical runtrough…
* from blu side, left infront of point two, above the gastank: the roof with the lamp under it is misplaced, off from the wall.
* a lamp in that place looks wrong. not so bad with right placed roof on the red side, but still i wouldnt expect a lamp there. :)
* “blu” sliding door on the left side at mid point is too far recessed
in general indoors on this map feels too wide without enough headspace.
in spawn, the first thing people see from the map, i was like “wtf!”. :) spawn has to be cozy because one will be there quite often without any distraction.
Update 9.3.2009
Changes in b1 to b1a
– Added some healthkits/ammopacks
– Modified 1st cp capture zone (screenshots: http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60011.jpg http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60012.jpg )
– Modified 3rd cp. (Screenshot: http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60010.jpg )
Known “issue”: 1 gap on red building at the middle (was too lazy to recompile just for that), it necessary doesnt give any advantage to other team or get performance lower.
download link doesnt work
NVM works now
Update 9.3.2009
cp_greenvalley_b1b
Changes in b1a to b1b
– Modified displacements so the stairs are accessable without jumping at the 1st cp
– Modified some rocks at the middle cp cause they were on different level.
Looks great! Gonna test it tonight
okay, after testing it seems that 1st cp is WAY TOO fast to capture.
2nd slightly too fast.
3rd cp capturetime is fine i think.
and seems that people has some fpsproblems still, dont know why tho. need to check out.
and middle seemed to be hard, so i was thinking of returning some obstacles around and above middle point.
1st CP is indeed really fast to capture. Especially if the defending team wipes on the 2nd CP and doesn’t pull back early enough, the offensive team has a really big advantage on the last point.
Also I think the routes from 2nd CP to the 1st CP are a bit too complicated. There are a lot of spots for ambushing and so on, but the distance between the CPs is not that long and at least I get really easily confused in the house between these two CPs.
Middle CP seems balanced, plus because of the huge open spots at the middle, a sniper can really be handy. Overall I think it’s quite hard to cap the middle, since you can reach the point pretty fast and there’s so much free space on it, you’re a sitting duck on the point, which I kind of like.
Pretty cool map, although I would like it more maybe a little bit slower, I think it’s a bit too fast the way it is now.
I pugged on this map tonight, here are a few thoughts
-The middle is completely wide open, and LONG. A good sniper will dominate.
-The blue barrels on the point were annoying, I kept bumping into them and I felt like I should have been able to squeeze between them and the big crates, but I wasn’t.
-I would suggest NOT adding any props to mid. Rather, break it up more with world geometry and give the medics more places to stand where they are semi-safe.
-The skybox at mid is too short. If you get up on top of one of the crates (a feature I like a lot), you’re almost already at the ceiling.
-The huge height advantage for attackers coming into point 4 makes that point incredibly hard to defend.
-The last point caps too fast, although I think this has already been discussed.
-There were too many props/walls/whatever to get stuck on in the building between points 1 and 2. Make sure you playerclip the heck out of that place, and maybe consider widening some hallways.
-In general I thought the area between points 1 and 2 was too enclosed and cramped, especially in comparison to the rest of the map.
-The forward spawn between mid and point 2 was a lame way to help defend, with the resupply cabinet being right inside the door. I suggest moving the cabinet back to the far wall of the spawn room.
I know it might seem like I didn’t like your map, but that’s not really true. I enjoyed the pug and think that your map has a TON of potential, it just isn’t fully realized yet.
-The middle is completely wide open, and LONG. A good sniper will dominate.
A: Known, going to get fixed already : http://www.nocrits.com/maps/screenshots/dev/newmiddle.jpg http://www.nocrits.com/maps/screenshots/dev/newmiddle2.jpg http://www.nocrits.com/maps/screenshots/dev/newmiddle3.jpg
-The blue barrels on the point were annoying, I kept bumping into them and I felt like I should have been able to squeeze between them and the big crates, but I wasn’t.>
A: Known, fixed.
-I would suggest NOT adding any props to mid. Rather, break it up more with world geometry and give the medics more places to stand where they are semi-safe.
A: pics above gd?
-The skybox at mid is too short. If you get up on top of one of the crates (a feature I like a lot), you’re almost already at the ceiling.
A: There is 400 hammer units from top of crate to skybox. its just the buildings which are going to get better shape in future :)
-The huge height advantage for attackers coming into point 4 makes that point incredibly hard to defend.
A: Any ideas for this? I could raise the point quite high, so you can defend from point, like arnold has done in his map, but still somewhat different style? Yes or no, up to community, reply ;)! some idea: http://www.nocrits.com/maps/screenshots/dev/new2nd.jpg http://www.nocrits.com/maps/screenshots/dev/new2nd2.jpg
-The last point caps too fast, although I think this has already been discussed.
A: Last cp has now same capture time as the granary 1st cp. (atleast should have)
-There were too many props/walls/whatever to get stuck on in the building between points 1 and 2. Make sure you playerclip the heck out of that place, and maybe consider widening some hallways.
A: next in line to get fixed.
-In general I thought the area between points 1 and 2 was too enclosed and cramped, especially in comparison to the rest of the map.
A: Im not going to remove props from area 1-2. rest of the map is going to get more stuff at some point.
-The forward spawn between mid and point 2 was a lame way to help defend, with the resupply cabinet being right inside the door. I suggest moving the cabinet back to the far wall of the spawn room.
A: resupply cabinet at the back of the spawn room (spawnroom is bigger now)
I know it might seem like I didn’t like your map, but that’s not really true. I enjoyed the pug and think that your map has a TON of potential, it just isn’t fully realized yet.
A: thanks :) just need time to work on this :p
Anything else? Are you having any fps problems etc?
how the changes look ingame:
http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60013.jpg http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60014.jpg http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60015.jpg
http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60016.jpg http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60017.jpg http://www.nocrits.com/maps/screenshots/cp_greenvalley_aa60018.jpg
and about tweaked capturetimes:
b1b:
scout (2x): 3rd cp: 16 seconds ++ 2nd cp: 8 seconds ++ 1st cp: 1.5 seconds
demoman (1x): 3rd cp: 24 seconds ++ 2nd cp: 12 seconds ++ 1st cp: 2 seconds
next version (not decided yet):
scout (2x): 3rd cp: 16 seconds ++ 2nd cp: 10 seconds ++ 1st cp: 3 seconds
demoman (1x): 3rd cp: 24 seconds ++ 2nd cp: 15 seconds ++ 1st cp: 4 seconds
what do you think?
Update 12.3.2009
cp_greenvalley_b2
Changes in b1b to b2
– Reworked some parts of 2nd cp
– Reworked 1st spawn area
– Added small hut to middlearea
– Modified the tunnel at the middlearea
– Modified 2nd spawn area, made it bigger and moved healthcabinet all the way back
– Clipped some models
– Readjusted capturetimes and spawnbonustime
– And some other things i dont remember
DOWNLOAD:
http://www.nocrits.com/maps/cp_greenvalley_b2.7z (map released 12.3.2009)
I don’t think the 2nd CP should be lifted up. Yes, it is pretty hard to defend it now, but in my opinion you only need a different, more passive tactic to defend the point instead of the normal standing on the point spamming.
Or maybe not..
Something different would be just a positive thing in my eyes. Generally the maps are too much similar to each other.
http://img17.imageshack.us/gal.php?g=cpgreenvalleyb20000.jpg
These screenshots show a variety of props and geometry that you can get stuck on. The worst offenders are those metal door props, I got stuck on those several times trying to retreat back through a doorway. The narrow wooden beams in some of the later screenshots are something else that need playerclips.
A lot of your props don’t sit flush against the wall, which effectively makes them bigger than they really are (and bigger than they should be). Props should only be used as a way to decorate the map, and not to restrict movement. The only exceptions are some of the really big props, like the crates on granary or the carts on the mid of badlands, and some of the metal barrier props used to block line of sight to a control point. Most other props on valve maps are just there for show, you don’t have to worry about running into them. In some cases you can use tiny props on walls to pull off some sort of trick jump or surprise flank, especially as scout, but that’s about it.
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