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cp_down_under_rc1

Created 6th September 2011 @ 18:34

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archy

Hello, ladies and gentlemen.

With this post I want to present you down_under (didnt intend to use that name as the final one, but fitting names were already taken ._. ).

With the experience I gathered from making collis, which had mistakes that were anchored too deep in the “beginnings”… of the map, I realized that it would be more effective if I just took my experience and go make a new map.

Some somewhat important information:

-down_under features a S-shape, like freight, but with the difference that you can actually go from cp1 to cp3 without ever having to look at cp2. CPs 1, 3 and 5 are in a straight line.
-CP 2 has 2 capture zones, but they are easy to recognize once you see them.
-Once leaving the spawn heading to mid (i. e. for a rollout), the order of areas that you will step into is the following: Last CP, Lobby, a big connector and then mid.
-Cps 1 and 3 offer only limited sniper usage, whereas CP2 offers sightlines in certain positions and is rather flat and open with some obstacles to hide behind.

What the map is missing so far:

– completed detailing

So, without further ado the DL link (rc1):

http://dl.dropbox.com/u/40662349/cp_down_under_rc1.zip

and here is a link starring some screenshots of the map (in order of appearance):

Last RED cp from an attacker pov (kinda)
RED’s 2nd CP from outside of the map to give a good overview
MID cp
The Connector between Lobby and CP3

https://www.dropbox.com/gallery/40662349/1/down%20under?h=23ac2d

Im always looking forward to receiving feedback on visuals, gameplay, performance and anything else that you desire or curse regarding this project. So far I have listened to everyone carefully who was willing to offer me some thoughts.

Enjoy :)


Last edited by archy,

choiie

keso

Looks really nice, love the design on last; perhaps feels a bit big but it might have to do with the lack of props etc. Looking forward to playtesting this :D

Netsky

go from cp1 to cp3 without ever having to look at cp2

I like that, looking forward to get some games on it :)

archy

b5 is out

DL:

http://dl.dropbox.com/u/40662349/cp_down_under_b5.zip

changes:

new staircase from the main attack route from 4th to 5th cp into the lobby
the entire main route was reworked with props, the “sneak” way was adjusted (Doesn’t feel as dead anymore).
Some visual and optimimization improvements

Hf gl


Last edited by archy,

Starkie

ulti?
sniper

http://www.youtube.com/watch?v=8jHXu86O01w
Every time I see this map I will think of this song

archy

Quoted from Starkie

http://www.youtube.com/watch?v=8jHXu86O01w
Every time I see this map I will think of this song

that song somehow puts me in a good mood. :D

I am definitely listening to this song everytime when I start mapping.

archy

Here is b6, check it out as soon as you have the chance to:

http://dl.dropbox.com/u/40662349/cp_down_under_b6.zip

——

changes in b6:

added 3d skybox
added spectator cameras
added a lot of details (some of those affect gameplay to a certain extend)
further optimization measures

——

The next version of this map is planned to be a rc version. A play test is planned for tommorow.

So dont miss your chance to get your thoughts and ideas on the map! Feedback is, as always, highly appreciated.


Last edited by archy,

archy

b7 is out:

http://dl.dropbox.com/u/40662349/cp_down_under_b7.zip

Different to my first plans to make a release candidate version next, I found it more wise to release just one more beta version.

The changes have mostly only been cosmetical. Along with those, some optimization updates have been implemented to somewhat gain the fps back which were lost because of details…

Have a good night everyone.

archy

cp_down_under_rc1 is here your you ladies and gentlemen, ready to be downloaded:

http://dl.dropbox.com/u/40662349/cp_down_under_rc1.zip

changes:

Cap times have been adjusted.
-last takes 3 seconds
-second takes 6 seconds
-mid takes 12 seconds
Mid changed.
-the previous sneak room above the cap has litterally been blown up
-it is now replaced with some open space with a little platform on both endings of the bridge
-the support walls have lost a quarter of their size
(This change makes aggressive play more possible. The existing elements have essentially been kept.)
The choke from mid to 2nd was adjusted:
A silo was added to break sight lines, remove some open space, add some tactical possibilites.
Some details have been added to the cap points 2 and 4.
The lobby was updated to make it more clear.
(The route when pushing to last the right way is now more distinct, wheras the lobby itself retains its original volume. This allows a defender who is about to leave the area around the last point to have a better clue about what is going on inside the lobby.)
As always some stuff has been optimized.
Sound was added.

The changes have been made to generally improve the game fun and especially make a player feel more comfortable when leaving the last point.

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