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cp_collis
Created 9th August 2010 @ 19:19
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couple of demos of b5:
http://demos.toaster.fi/20101107-1335-cp_collis_b5.dem.gz
http://demos.toaster.fi/20101106-1946-cp_collis_b5.dem.gz
Last edited by tarmo-,
Quoted from tarmo-
couple of demos of b5:
http://demos.toaster.fi/20101107-1335-cp_collis_b5.dem.gz
http://demos.toaster.fi/20101106-1946-cp_collis_b5.dem.gz
i dont like the rollouts in this :3
Bump for update.
Even though I have found hardly any time to work on collis recently, I somehow managed to at least use the feedback from the cup to release part 1 of the feedback update.
Changelog to B6:
changes applied to collis based on the feedback of the cup. part1
– added new route:
* the house in the middle area that used to be inaccessible is now accessible.
* added new choke in the rock wall between areas 3/2 and between areas 3/4
* added new walkway above the bottom middle route
+ The bottom route is now fully covered and almost entirely protected from snipers. Demomen are also no longer able to cover all routes at the same time.
+ The new walkway now provides an additional height level, making the gap between the ground floor and the actual cp smaller.
– added some more rocks to the yard and on top of the rockwall in order to break sightline and to make more obvious that those areas are not meant to be walkable.
– added optimization measures due to the new route.
– added arrows which indicate the way you have to go when you cp4 is under your control. (Even myself often ran in the wrong direction when respawning)..
– some visual tweaks/fixes/improvements
– some minor fps improvements (better than nothing at least :p )
Screenshots concerning the latest changes:
http://img816.imageshack.us/gal.php?g=cpcollisb60001.jpg
Those changes were made to make the push from 3 to 2/4 easier. Snipers and demomen can no longer cover all entrances. By adding rock massives ontop of the plateu, I broke the sightlines and made the far left route (when pushing in) even more seperated from the rest of the yard. By adding the new route I wanted to reduce the height disadvantage for the attackers. Further more, the old middle route is now much better covered and provides a “sneaky” route that does not get you behind the enemy team but more like right in front of them (Booh! Here I am; in your face. Deal with me!). The rocks on top of the rock wall were added for visual purposes only.
The last capture point was not touched in any way in this update, hence why it is called the feedback update, part 1. Part 2 is on its way (the ideas are in my head) but are just not executed yet.
Cheers
Stop using that ugly custom rock texture and use either winter/rockwall014 or the rock from mountainlab or the default grass to rock blend.
Quoted from Mark
Stop using that ugly custom rock texture and use either winter/rockwall014 or the rock from mountainlab or the default grass to rock blend.
When I have seen the rock texture on mountainlab for the first time, I immediately knew that I would use it for collis.
I didnt use it in this version yet for the simple reason that I forgot about it. The new route caused a lot of problems which then again caused other problems, so I forgot about it.
Thanks for reminding though.
http://demos.toaster.fi/20101130-1721-cp_collis_b6.dem.gz
edit 6.12.2010
http://demos.toaster.fi/20101205-1916-cp_collis_b6.dem.gz
Last edited by tarmo-,
Bumping for the next version of cp_collis.
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
have a look at the changes here:
http://img545.imageshack.us/gal.php?g=cpcollisb7a10002.jpg
DL-Link:
http://game-control.net/gameserver/maps/cp_collis_b7a2.bsp.bz2
Explanation for Changes (for those who really care for the development process):
FPS and visual improvements are, of course, selfunderstanding. However, some changes were applied that should be explained a little bit more in detai.
The change of the respawn room and whole new cp1 area was really awkward to deal with. According to the feedback that i had received from the collis cup, i had to do something about the hard time to capture the last conrol point. So I tried to balance stuff out and make the point a lot harder to defend. Due to its basic desgin however, you should never lose it all of a sudden without even noticing that it is being captured. I removed the stairs on the catwalk that provided a glitch that allowed a player (a heavy in most cases) to look at all existing entrances while being in almost total cover. So, I added another entrance to the area, one that cannot be looked at while watching the others. The tunnel expansion now leads behind the entire area of cp1. It can still be guarded by someone inside the spawnroom though. However, there is no cabinet camping. The last existing cabinet is in the top part of the room. In order to get health, you have to lose sight of the new tunnel entrance.
The spawnroom was moved back for one single purpose: space. More space between the safe room and the control point to defend. Also, more space in general behind the cp to move around. (to get rid of the a bit claustrophobic feeling)
The cap time was reduced to force the defenders to stay near the CP so that camping in the resupply is even less viable.
According to the finns (who have a really good attitude for new custom maps. Some of us could really take them as an example :P), sniper is run as a standard on the mid of collis and is usually able to take out 1 heavy class before the fight even really started. With the two added sightline breakers which you will find in the middle area now, snipers can still be used, however, they will have to trade safety for efficiency, making them less dominant.
Once again I may ask you for your support: Play collis and give me feedback, feedback and even more feedback. If you havent tried it.. well, ok. But the B7 version is surely a version that is really worth playing. I can only take measures and try to make the map awesome, however, without your feedback, I am working with one arm only.
I really hope for a lot of feedback.
Cheers,
archy
Last edited by archy,
bump, the download link is up in the op and in the previous post.
Having enjoyed the map in the 1 night cup, I welcome to changes to the last point – felt that point was the weakness too the map.
Hopefully play test it again.
Played it a few minutes ago and I must admit that this map is awesome. It looks really nice and it was really interesting to play it with 4 germans, who were kind and funny. Even though I had bad pings, it was a real fun. The only thing that annoyed me is the ladder to central point, witch is near waterfall. I got stuck in it for 3-4 times, which was sad. And it also looks that it’s hard to push to last there, but maybe it’s just me.
b8 is in construcion; changes so far:
visual bug fixes
better visual appearence i some places
fps improvements
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