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cp_collis
Created 9th August 2010 @ 19:19
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I feel that the spawns lack a resupply crate in the upper level.
Dunno how that will impact the pushes for last but i find it quite lacking.
promising map, i like the feel of it.
played it for a game ans seems to be very promising yeah!
the second point is a bit too open IMO :P
cool, i love that some people actually play collis.
regarding the resupply cabinet on the upper level:
remember old fastlane? where you could litterally defend last at the resupply cabinet? AT ITS CURRENT STATE, collis’ last CP would go that route (with a cabinet in the upper room). As for me, I also sometiems missed a cabinet up there. But atm, and how the room up there looks like right now, a cabinet would be completeley imba. The whole room then needs some slight reworks.
I guess I just found something to work on now :)
hey ladies and gentlemen, here is a shameless bump for collis_b2!
first of all the changelog:
CHANGELOG TO B2:
– reworked the lobby
* removed some unnecessary space by adding a not accessible room
* made the whole area smaller
* fixed the bad looking water in the glas tank (however, it now provides another, new bug for the time being)
* reworked the stairway on the lobby’s left hand side to make it look better by using some so far unused space
– reworked the area around CP2:
* removed the pile of logs
* added a shelter for less open room, a bit of height difference, and detail purposes
* added a pile of wood to make the shelter easier accessible for scouts
* replaced the hard shadowed, wooden props with proper ones.
– added hazard stripes on the bottom capture zone of cp3 to make it clear that there are two capture zones for this point
– fixed some texture glitches
– replaced the walkable glass with a metal grid on cp1. however, you are not able to deal damage through it (think of fastlane’s last cp)
– added a 3d skybox (however, it is not totally finished yet, therefore hidden)
– implented some ideas based on MTF.px hykleri’s feedback
– added another room behind the first spawn room for some detail purposes (and to make the upper resupply cabinet possible)
– other minor changes and fixes
further some known “bugs”:
– you can see through the stairs in the first respawn room from outside (minor and ignorable)
– the new metal grid on last is aligned wrong at some places (minor and ignorable)
– some world geometry is rendered in the water tank in the lobby (not so minor but still ignorable)
and thats everything :D
I’m gonna update the screenshots in the meantime, as well as the DL link and so on.
The Server is also running with b2 fast DL and everything.
Im shamelessly gonna bump again as soon as i updated the screenshots, but on the other hand, its faster to just connect to the server and have a look at it ingame. :)
HINT: i used a custom prop in the new room after cp1, IF those rocks have a pink and black checkerboard texture, restart the game! It was the same for me and a game restart fixed that.
Anyway now, HF GL!
archy
Last edited by archy,
as promised: the new screens:
the new cp1:
http://img15.imageshack.us/i/cpcollisb20000.jpg/
the new upper part of the first spawn room:
http://img299.imageshack.us/i/cpcollisb20001.jpg/
the new lobby:
http://img716.imageshack.us/i/cpcollisb20002.jpg/
http://img704.imageshack.us/i/cpcollisb20004.jpg/
the new stairway:
http://img251.imageshack.us/i/cpcollisb20003.jpg/
the updated yard:
http://img842.imageshack.us/i/cpcollisb20005.jpg/
and just to make things complete: the area around cp3:
http://img337.imageshack.us/i/cpcollisb20006.jpg/
sooo, those are the screens for the more lazy people :p
have a nice evening,
archy
Like the new spawn room and the new floor on cp1!
Nevertheless:
texture bug at cp1 http://img843.imageshack.us/img843/3967/cpcollisb20001.jpg
bug at the lobby door (you can see through from the yard) http://img837.imageshack.us/img837/8978/cpcollisb20000.jpg
Quoted from CanFo
Like the new spawn room and the new floor on cp1!
Nevertheless:
texture bug at cp1 http://img843.imageshack.us/img843/3967/cpcollisb20001.jpg
bug at the lobby door (you can see through from the yard) http://img837.imageshack.us/img837/8978/cpcollisb20000.jpg
hmmm thanks a lot. the first screen is not necessarily a texture bug, its a bad shadow. but you ususally fix those in RC verisions
the second one is just a bad mistake :D
Looks like gullywash with a pinch of granary and badlands. Do want that last control point. Adding to our pub now.
Edit: Wholly molly this is a big file! D;
Last edited by Smyther,
Quoted from Smyther
Looks like gullywash with a pinch of granary and badlands. Do want that last control point. Adding to our pub now.
Edit: Wholly molly this is a big file! D;
thanks a lot! im excited to see what the feedback from your pub will be like.
Fucking love this map!
Quoted from blorg
Fucking love this map!
now that is what makes a mapper happy :D
i hope more people will share your opinion ;D
i have received a lot of feedback concerning the “look” of my map.
i love and appreciate that. however i still need feedback on the gameplay! today i spent a bit of my spare time just to think of the possible meta game of the map.
one of my conclusions was that teams would probably never use the lobby as a place to build uber or to hold position. this is because of the fact that my lobby is basically divided into 2 upper parts by one lower part. they would rather be forced to build and hold in the left room (the one into which the stairway goes). One of the consequences would be that you would be litterally forced to push through the upper left entrance from a attacker’s POV. Maybe the main entrance is still an option.. but not the upper right one and by far not the tunnel.
The consequence that i take out of that conclusion is the following: A new lobby is almost very necessary to make a few more options possible. The meta game of collis shall not be directed by its layout, but by the creativity of teams.
I wanna come up with a few ideas that i want you guys to have your brains working on.
First: The left and right upper parts of the lobby shall be connected with a bridge. Further there would be support for this bridge under it (no shit sherlock?) and a bit more “stuff” in the so far empty bottom part of the lobby. ALSO, it would turn the way the lobby is divided from LEFT/RIGHT to a bit more BOTTOM/TOP, but still not making those parts completely indenpendent from each other.
Second: Completely separating the lower part of the lobby by connecting the left and the right upper parts with massive concrete. Easier said: make left and right part one big part. This would mean that the lobby is now completely different, offering “battlements” in that sense, what it obviously does not do right now. Further the entire rest of the lobby would have to be adjusted in order to make it fit to the new “battlements” style. Above all: the lower lobby.
Third: Kinda similar to the bridge option. Instead of the bridge, there would be a crane holding a platform, connecting the two parts by jumping across the platform. (The by far slightest change).
I really want those who are willing to read my wall of text here to have some thoughts on those 3 ideas. I might say that this time I really must know what the community thinks.
Im gonna come up with what i like best when i know more about the community’s opinion.
epic bump for b3!
for those who were ready to read my previous post: well, here are the latest changes. cp_collis_b3 comes with a big change of the lobby and some other tweaks.
DL link in the OP is updated, but anyway:
http://game-control.net/gameserver/maps/cp_collis_b3.bsp.bz2
CHANGELOG TO B3:
– fixed some texture bugs once again
– added some details on the yard
– CP1’s catwalks are now made of of solid metal. (This makes the point more spyfriendly and overall a bit easier to attack.)
– BIG LOBBY REWORK:
* removed the huge water tank
* the labor room in the lobby is now about double the size and accessable; providing some place to feel confident to hold and connecting the left and right top lobby. –> see previous post..
* the concrete block in front of the middle entrance to last now goes further into the room.
* added a door in the middle gate from lobby to CP1. This door spawns open, therefore not making the usual demo rollout more difficult.
* added some props in the bottom lobby to give the possibility to jump around and use movement to your advantage.
* added a door between CP1 and the room left to the top lobby. That makes this area more seperated: A sniper can no longer dominate the whole area and the time to build uber should no longer be an alltime spamfest.
– added some back ground story and details in the area around the lobby and cp1.
– cleaned up some prop spams
– area around the pond reworked: The rockgate is now reachable withouth the need to jump. You can now run smoothly from the cp2 stairs to the gate stairs and the other way round. You should not get stuck any longer at any position.
– fixed some shadow bugs.
This is the first version that i would personally recommend to play. b1 and b2 were not horrible but b3 with the new lobby is definately a big change. Im looking forward to getting more feedback!
cheers
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