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Make Gravelpit Into a 5-point map
Created 29th December 2008 @ 11:50
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I tried doing it as well but having two copies of A and C makes the map too complex and goes over the hard limits in hammer so it can’t compile. I’m going to try and get rid of a lot of details and simplify the brushwork but i won’t have time for a couple of weeks.
CJ basically summarised the problem i faced, i can remove details but map would look ugly and when combined with lighting issues all decompiled maps have it would look pretty damn bad and very time consuming.
I think the best way to fix it would be to change all the cap point buildings to huge props. They use a whole lot of func_detail brushes. The problem’s i’ve found so far is too many brush faces, too many T-junctions (solve this by reducing the amount of func_detail brushes touching stuff) and too many unique texture alignments. I expect there will be more though.
Yo, some news ? :D
Spoken to a few people about this (CABAC) and also tried it myself, the problem seems to be that the map is just too complex for the amature map maker to mirror. (B) for example needs to be totally reworked so that once the map is mirrored one team doesnt gain some sort of advantage, forward spawns are also complicated. The only benefit really is that points (A) and (C) require no changes.
It would be awesome if Valve made this map for us, as it would be the first 5-point CP map where the fight at middle would be largely without uber and where teams could literally role with any class in the game. It certainly wouldn’t be so dependant on a certain class, which is what TF2 map designers really need to be thinking about.
I think people are working on different variants now. It was discussed recently in this thread:
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