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cp_collis

Created 9th August 2010 @ 19:19

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archy

Hi, dear ETF2L community!

After spending a huge amount of time getting familiar with the Hammer Editor, I’ve finally managed to show some results of my first map that is worthy to be open to be public.

Short Introduction:

Collis is Latin for Mountain or Hill, what this map is about. It puts you in the mountain themed world of TF2, using textures seen in for example Lumberyard.

RED and BLU are tapping the natural water sources to extract a special substance in the water coming from deep inside the rocks. Their hidden bases provide an ideal base for those operations. But as always: RED and BLU dont like each other and want to get rid off each other :D

The Idea:

Competitive 5 point cp_map with a linear layout inspired by granary.
I paid much attention to height difference, what can be found at each of the capture points. Besides being inspired by granary, I tried to create a new gaming experience at every control point. And according to the feedback, people DO feel that already.

The map has already went through some alpha play tests, but now it is time to open it for the public, for the critically judging ETF2L community!

Screenshots:

Middle capture point area/CP3:

http://img101.imageshack.us/gal.php?g=cpcollisb10004.jpg

Yard/CP2

http://img341.imageshack.us/gal.php?g=cpcollisb10005.jpg

Lobby:

http://img191.imageshack.us/gal.php?g=cpcollisb30000.jpg

CP1:

http://img830.imageshack.us/gal.php?g=cpcollisb10010.jpg

and at last but not least: the overview

http://img833.imageshack.us/i/cpcollisb10014.jpg/

Download-Link:

http://game-control.net/gameserver/maps/cp_collis_b7a2.bsp.bz2

Well guys, since I am doing this (so far about 400 hours) to bring some fresh wind into the competitive community by offering something not to different from our standards, but still a new experience it is now up to you: the players. I need as much feedback as possible to make the best out of this map, to make it an unique and enjoyable experience for players coming from all divisons.

CHANGELOG TO B5:

– added waterfall (yoohoo!)

CHANGELOG TO B6:

on page 9 of this thread

Changelog to b7a2:

Changes which were applied to collis based on the cup and other feedback:

– Last point changed:
* changed the spawn room:
+ removed the bottom resupply cabinet.
+ moved the whole respawnroom back to increase the distance between safety/resupply cabinet and the control point.
+ the bottom exit of the spawn is also closer to the far end of the room
+ the visibility of opponents(defenders) in the respawn room was decreased. Now you can only see when someone runs either upstairs or downstairs.
* cap time of the last control point changed to the cap speed of badlands’ last cp
* the tunnel was expanded and now an additional route leads behind the whole cp1 area.
– massive performance improvements on the yard/2nd cp
* in B6, when leaving the bottom lobby looking in the direction of the middle cp, i had 80 fps. Now I have 120, running Chris’ maximum detail or however it is called correctly.
* in B6, when standing behind the ambulance and looking at the 2nd cp, I had ~80fps. Now I have 110, again with the high quality config.
* (I hope you will feel the improvement as well…)
– performance improvements on cp1
– custom rock textures were replaced with the defaults which were used in cp_mountainlab, as well as the grass/ground textures.
– put 2 metal barriers into mid to break sniper sight lines.
– fixed some bad shadows and improved some visuals

CREDIT TO MAP:

#beN: for giving me the motivation to keep mapping and design a new collis
#mardur: for providing a server running my map 24/7 with fast DL. (It only takes 5 minutes to set everything up, whenever i message him. :D )
#huhy: for running my map on his death match server since b1.
#baerbel: just for being awesome and helping with the map development.
#GreenMan: for participating in every alpha play test possible and still helping with ideas even though he retired from comp 6v6
#hykleri: for giving constant and highly valuable feedback
#chojje: for giving useful feedback as well
#Buck: for cutting the waterfall off and making it possible to use it in my map.
#skyride: for putting collis in #pixeltf2.pickup
#anyone who participated in an alpha or beta play test.
#and anyone i might have forgotten :p

Cheers guys,
archy


Last edited by archy,

Garm3n

SdX BLU
sdx

Looking great! Will try the server asap.

helberg

Danmark
DANMARK

I like the design very much.

Looks promising

choiie

keso

You failed to pakrat a lot of textures.

Del

How to remove the pink texture?

archy

Quoted from Del

How to remove the pink texture?

Which pink texture? I was first assuming that you were talking about the pink and black checker board, but i honestly do not know which of my textures you mean.

maybe a screenshot could help. :)


Last edited by archy,

Del

-Set timer to 10 min (currently only 6 min) http://a.imageshack.us/img835/5680/cpcollisb10004.jpg

-This place too confusing for me (too much glass) http://a.imageshack.us/img697/4663/cpcollisb10000.jpg + http://a.imageshack.us/img707/3642/cpcollisb10003.jpg

-2nd point must be easy accessible only for scouts http://a.imageshack.us/img809/2774/cpcollisb10009.jpg

-This entrance must be one-sided http://a.imageshack.us/img59/6017/cpcollisb10012.jpg

-This room too big and complex http://a.imageshack.us/img842/7439/cpcollisb10006.jpg

-I think you need rework this area http://a.imageshack.us/img22/714/cpcollisb10008.jpg


Last edited by Del,

choiie

keso

All of the rock textures were missing.

archy

Quoted from Del

-Set timer to 10 min (currently only 6 min) http://a.imageshack.us/img835/5680/cpcollisb10004.jpg

-This place too confusing for me (too much glass) http://a.imageshack.us/img697/4663/cpcollisb10000.jpg + http://a.imageshack.us/img707/3642/cpcollisb10003.jpg

-2nd point must be easy accessible only for scouts http://a.imageshack.us/img809/2774/cpcollisb10009.jpg

-This entrance must be one-sided http://a.imageshack.us/img59/6017/cpcollisb10012.jpg

-This room too big and complex http://a.imageshack.us/img842/7439/cpcollisb10006.jpg

-I think you need rework this area http://a.imageshack.us/img22/714/cpcollisb10008.jpg

thanks dude for your feed back.

apparently it really hurts when you see your whole project being fucked up by some stupid texture that used to work perfectly. thats just a bad, ridiculous joke… sometimes I really feel haunted by bad luck…

I will fix the texture asap and release a fixed version… fml, why always me.

about the points that you brought up Stray, most of them were developed druing the play tests.
For example the one- way door in the rock wall turned out to be pretty bad because of the lack of other routes. (in which way should it be one way btw? :p )
As for the jump that should only be doable by scouts. We also had that in our alpha versions and it turned out to be frustrating for a medic if he fell down from the platt form he would be rendered completely useless down there.

As for your other points: thanks for your thoughts! I’ll definitely have another look at those.

Your feedback is always highly appreciated and welcome.

P.S. still facepalming at that screwed texture…

anyways, have a good night guys

archy

fixed the textures…. woohooo… ill update the dl asap.

due to some miscomunication, the new .bsp file is ALSO called b1

the new .bsp file is up. for those who already downloaded the fail version of this map, you will need to delete the old one before downloading the new one. i am sorry for the circumstances.


Last edited by archy,

Cure

LSD//
Lohysi

Amazing map…but you hurry). to develop it.

poxie

collis is a park near me where us cool kids go to smoke weed 8-)

baerbel

trick17
trick17

good map , although it’s missing a waterfall


Last edited by baerbel,

Swifty

ξ(゜ヮ゜)ξ

waterfall :(

kurt

trick17
trick17

I’ve played this a couple of times during the playtests and like it very much. However it needs a waterfall.

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