Forum

cp_drudgery - 5CP

Created 11th September 2015 @ 01:49

Add A Reply Pages: « Previous 1 2 3 Next »

MEGAMIDDIE

PINT

hello anyone who gives a fuck, since the seasons p much over I’m going to be working a lot harder on this map again.

I’ve just finished doing some optimising and moving/redoing spawns for next version, just like to ask for some opinions

I’m thinking about adding a small hut above the large health on mid with a route to get up through choke, this should allow attackers to get past the height disadvantage slightly and make it a bit easier to push mid.
I’m also thinking about raising the floor on 2nd and moving the point to the floor, which will hopefully make it a bit easier to hold on.

Please let me know what you think about that and do raise any points you’d like to while I’m at it :)

Aiming to release a new version this weekend, and if it’s all going decently I’ll start to decorate and aim to move towards a proper beta release, so please feel free to suggest any theme ideas too.

thanks xoxo

a. larry

bare hype

sorsa

mooz

Some things I noticed after running around the map for a moment:

http://imgur.com/IjoGrlp
This sniper sightline seems kinda obnoxious.

http://imgur.com/8gMyfdX
This shutter is way too small for my liking.

http://imgur.com/vehFHRW
You could higher the roof of this to allow more balanced fights(cause you know, scouts)

http://imgur.com/dDUAUwu
This doorway should be higher to allow soldier jumps since atm you can’t really jump out before getting completely denied by scouts already.

MEGAMIDDIE

PINT

A6 Changes:
Remade map, texture load is probably halfed and there’s area portals. Not much point in hints/skips yet though.
Edited 2nd forward, and spawn timers should give defenders a bit of time on last now and make it easier to push out of, given that you are unable to set up a forward hold.

I have some other changes planned but I think it should wait for now.

MEGAMIDDIE

PINT

Hey there, I’ve been detailing and shit, ready for the last few alphas, even though not been posting, work and testing is still going on, I’m still working on this. Looking to get beta out at least before next season, timeframe is looking like ~week, should everything go to plan.

I need to do some optimization before then, so, I’m looking for somebody who gets poor FPS on some maps, or has a secondary laptop or whatever that gets shit fps in general. I’m looking to make sure this map stays as competitive as possible and strong fps is one of my main priorities at the moment, especially since bad FPS has plagued a few maps with potential already.

Rundown is, just run around the map, tell me how it compares to say badlands (afaik badlands has pretty nice fps) – I can probably spare some keys/cs skins or something similar if someone is willing to work with me on this long term?

Here’s what I’ve been doing (in editor) – http://i.imgur.com/dmu7WyY.jpg
Doesn’t look like an orange map anymore :)

one more thing- as a community, how would you prefer I spoke about feedback? do people want me to say if I’ve done something in direct response to feedback, or that I’m considering things etc? I’ve never really done anything with community input before, but want people to know I’m listening xoxo


Last edited by MEGAMIDDIE,

MEGAMIDDIE

PINT

Yo, A10 is out.

The main change you’ll notice is the maps been decorated. Other than that, between these versions, there’s been a resizing of lobby and cave. The spawn times and travel times have been played with a bit, won’t list them all but it should make the map flow a bit better and allow for some good moments. Choke has had a height and width increase which should allow teams to get into mid with a bit more breathing room and less claustrophobia.

Take a look if you’d like, download is in the original post, it should be coming up on serveme should anyone want to play on it.

Hopefully this should be the last of the base changes, next update should be going through polishing and increasing fps. Maybe beta???

Known issue- pixelwalk on fence outside spawn, strange shadow in cave.

MEGAMIDDIE

PINT

a11 is out. There are some nice-ish screenshots on the main post. Check it out if you want :)


Last edited by MEGAMIDDIE,

ncl

Just a small issue with the sign near last/2nd:
http://imgur.com/a/PvmlC

MEGAMIDDIE

PINT

Quoted from ncl

Just a small issue with the sign near last/2nd:
http://imgur.com/a/PvmlC

fixed in next version, ty – clipping was not steep enough ((

Maxi

BRIT

please replace all textures with ainsley

otherwise 9/10

MEGAMIDDIE

PINT

Hey all.

There’s truely nothing else I can gain from unorganised games. I know the map is fun to DM on, and that’s really it. So I’m just asking, if anyone has finished their season and would like help out, please send me any STV and feedback from a scrim or anything.
I want to get it ready for a proper playtested cup. I will sell my unusual for some kind of prizepool, even if it’s kinda small.


Last edited by MEGAMIDDIE,

MEGAMIDDIE

PINT

Fast update in prep for winter map cup:

I fixed a rare problem involving too many sounds causing players to get buggy hitsounds.
I’ve also desolidified some props in lobbies, stops people getting stuck on them
Fixed a few hiding spots/pixel walks
and a couple of visual glitches
FPS has been increased, especially on mid

This will hopefully be the final alpha.


Last edited by MEGAMIDDIE,

MEGAMIDDIE

PINT

So after the first games have been played I’ve learned 3 things that must change for the next version

– Must shorten respawn times. I think I overestimated just how long the spawn times in tf2 can get, it was never intended to see times of 20+ seconds, so respawn times will be reduced across the board, by a long way

– Apparently there’s still problems with sound, I’m gonna work to try and figure this out, I was told it was working by the ppl who suffered from the problem before, I think this leads me to think it could be only happening on populated servers. Unfortunately I flat out can’t recreate the issues myself, so this will be hard but will be 100% fixed next time. Really sorry for this.

– minor hide spot on pipes

(maybe I should fence off the top tower on mid aswell?)


Last edited by MEGAMIDDIE,

Silver Tosspot

(°)>

I really love the map’s layout and how it’s visually clean without looking boring. There were some small errors I found when jumping around with stickies though.

Stickies sinking into things:
http://steamcommunity.com/sharedfiles/filedetails/?id=815144587
http://steamcommunity.com/sharedfiles/filedetails/?id=815144561
http://steamcommunity.com/sharedfiles/filedetails/?id=815144520
http://steamcommunity.com/sharedfiles/filedetails/?id=815144493

You can stand on this sign on the blu side, but not on the red:
http://steamcommunity.com/sharedfiles/filedetails/?id=815144450

MEGAMIDDIE

PINT

Quoted from Silver Tosspot

I really love the map’s layout and how it’s visually clean without looking boring. There were some small errors I found when jumping around with stickies though.

Stickies sinking into things:
http://steamcommunity.com/sharedfiles/filedetails/?id=815144587
http://steamcommunity.com/sharedfiles/filedetails/?id=815144561
http://steamcommunity.com/sharedfiles/filedetails/?id=815144520
http://steamcommunity.com/sharedfiles/filedetails/?id=815144493

You can stand on this sign on the blu side, but not on the red:
http://steamcommunity.com/sharedfiles/filedetails/?id=815144450

Added to my to do list, thanks :)

Add A Reply Pages: « Previous 1 2 3 Next »