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[Contest Entry WIP] cp_fool_hill (formerly drylands)

Created 9th February 2009 @ 12:34

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DeNeusbeer

(Legend)
HoT<3

Almost forgot the demo i promised you: http://replay.red-snow.org/replay/Servers/war1/2009-02-21%20-%20Saturday/auto-20090221-2125-cp_drylands_a3.dem

This was played on alpha 3. GoT mix vs Norwegian mix.

kolox

obs.

Sick map, lots of Kritz attacks, though last CP was impossible to hold.

Troels

WUL

pretty much agree with kolox, it is very hard to push out…

Garion

[GM'E]
GM

Feedback for a2a

a) maybe you could try to rotate the middle walls 90° so that you can both hide behind them and shoot to the middle when you just spawn and run to defend it
b) the slope between cp2 and cp3 is a bit too long imho, try to make it a little bit shorter
c) all the areas cp2 – cp4 seems to be too big, no splash damage from rockets etc when shot on the walls cause there is noone at least near the walls (its kinda very hardly spammable, compare to like cp2 on granary), so you should tighten the place a little and add some boxes, small walls etc at least
d) as you can see from the demo posted below, i once tried to rocket jump from cp2 to upstairs and got bumped down by low roof, that needs to be improved :)
e) last cap is VERY hard to defend, easy demo spam, access roots to cp5 platform are too near to the actual cp and the cp area is too small (like your standing on it, get pushed by some stickie a bit and it gets capped until you can get back on it)

shitty demo of my solly http://www.filefactory.com/file/af2dad5/n/drylands_a2a_testdemo_zip

crz

T4F

just played a3 and have to say that i liked a previous version more. with the L-elements in the middle. also its annoying to be stuck in the house and only able to go back on the middle cp :<

the way up from cp2 to the house is nice but nearly worthless without the door which was removed

about removing the drop i’m not sure what to think about was a nice option but is better to defend on second now

Randdalf

(0v0)

I’ve put the door back in (albeit in a different location), and shifted the crates, so hopefully it’s more like the original. Here it is now:

http://i2.photobucket.com/albums/y32/BioTerrorFrog/cp_drylands_a40005.jpg

I’m nearly done with a4, just some stuff to do and then I should be ready for release.

crz

T4F

arrrr just waiting for it mate :)

Randdalf

(0v0)

New version released: cp_drylands_a4
Screenshot: http://i2.photobucket.com/albums/y32/BioTerrorFrog/cp_drylands_a40005.jpg

Complete changelist can be found inside the .rar. I have not chosen to make any changes to CP2 yet; I have something in mind but I’d like to watch some more playtesting first with this newer version.

^dazed

potentialy good layout, and hopefully will look good when textured. At the moment it is too dark and you cannot see properly in some areas of the map. Also 1st and last cap points are too near the resupply, its too easy to go and get healed in the resupply in 5 seconds (same problem as old version of fastlane).

Anyway has potential, good luck!

Randdalf

(0v0)

I’ve decided on a new name for the map, which will remain a secret until the first beta release :) – some may not like it, but I personally do :D

Here’s a Hammer screenshot of what I’ve done the past day (need to work faster though!):

http://i2.photobucket.com/albums/y32/BioTerrorFrog/example6.jpg

The nodraw boxes are just rough indications of where I want to add cover. Oh and this section is still very WIP.

fawwles

TSUN~

Looks good. Can scouts still double-jump to the ledge on the left where you have placed crate?

Randdalf

(0v0)

Yes, you can, it’s probably even easier now because of the cover. I did a quick render of it in-game, looks pretty good if I say so myself (although still very unfinished):

http://i2.photobucket.com/albums/y32/BioTerrorFrog/example7.jpg

(Oh dear, stupid steam)

Randdalf

(0v0)

Replacing the backstairs in the team bases are these:
http://i2.photobucket.com/albums/y32/BioTerrorFrog/example8.jpg

Just basic texturing/lighting there still btw ;)

This should make the 2nd CP a little more interesting; you can also see in the picture I’m standing on another slightly raised area where the health/ammo is. I might add a slight cover wall facing the defenders spawn as well. It’s coming on good :)

wer

pulkai
tfortress.no

any progress? :)

Randdalf

(0v0)

Progress:
Detail area in view http://i2.photobucket.com/albums/y32/BioTerrorFrog/progress1-1.jpg

The room overlooking the ‘valley’; garage next to it http://i2.photobucket.com/albums/y32/BioTerrorFrog/progress2-1.jpg

Room over 2nd CP, not sure why I went with this look but it kind of works http://i2.photobucket.com/albums/y32/BioTerrorFrog/progress3-1.jpg

2nd CP http://i2.photobucket.com/albums/y32/BioTerrorFrog/progress4-1.jpg

Ramps to the battlements http://i2.photobucket.com/albums/y32/BioTerrorFrog/progress5-1.jpg

The battlements http://i2.photobucket.com/albums/y32/BioTerrorFrog/progress6-1.jpg

Going to do some more on these bits later, make those ramps staircases. I’d say I’m about a 1/3 done overall.

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