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cp_quay
Created 19th December 2011 @ 17:40
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Quoted from Califax
I was thinking… Go back to the floating capture point, but place the crane outside the map…? That way you can be more creative with the area around and underneath the point.
Yeah, I think that’s what I’m gonna do; as for dubstep spires, let’s see if I can be a bit more creative than that :)
Part of the problem for me is everything I do now is purely theorycrafting, with no actual feedback of what works/doesnt it’s hard to really get anywhere apart from through pure experimenting. I’d really love to hear what people who have played the map think about how the second point plays!
Last edited by choiie,
The gods of TF2 mapping will damn me to hell for this: https://dl.dropbox.com/u/2447457/ohGodSpire.PNG
Here’s some further progress: https://dl.dropbox.com/u/2447457/cp_egypt_final0005.jpg https://dl.dropbox.com/u/2447457/cp_egypt_final0006.jpg
This sucks man :D
The cap point needs to be an exposed location or some how dangerous.
Too much cover here, whoever controls that doorway is going to control the point… like if I am attacking and make it on to the point I can make it very difficult for anyone to block or repush.
can the point be a treehouse
Quoted from Admirable
This sucks man :D
The cap point needs to be an exposed location or some how dangerous.
Too much cover here, whoever controls that doorway is going to control the point… like if I am attacking and make it on to the point I can make it very difficult for anyone to block or repush.
Huh? I don’t agree at all; you’ve gotta control both the doorways leading onto the point and at the same time worry about the top area, and on top of that you’re in a very easily spammable corner. I guess playtesting will have to tell; but I don’t think the point is as strong a position as you think.
And no atmo, the point cannot be a treehouse. Sorry :(
Alright, I’ll probably be holding off the public release of b3 until the cup is over, but if anyone’s interested in internal testing feel free to contact me!
Can you make the lightning a bit brighter than on snakewater? Snakewater is really dark compared to maps like gullywash and process, lets not make this so grim :)
Quoted from Koeitje
Can you make the lightning a bit brighter than on snakewater? Snakewater is really dark compared to maps like gullywash and process, lets not make this so grim :)
Yeah, in fact I’ve changed this in the most recent working version of Snake! If you found any particular areas that are too dark it would be helpful, but I can agree that Quay might be a bit too dark in general. It’s actually very close to the Granary settings, but I havent yet put much work into lighting.
today, trick17 vs vier red is going to play an official on cp_quay (div 2). We can provide stv demos afterwards if interested.
Quoted from nTraum
today, trick17 vs vier red is going to play an official on cp_quay (div 2). We can provide stv demos afterwards if interested.
Great, looking forward to this!
Quoted from choiie
[…]
Great, looking forward to this!
STV: http://17.sl8.eu/Trick17Warserver2/stv/2012-12-19-21-09-17_vs_vier-cp_quay_b2.dem.bz2
Log: http://17.sl8.eu/Trick17Warserver2/logs/2012-12-19-21-09-17_vs_vier-cp_quay_b2.log
also, 2 minor bugs:
http://i.imgur.com/tJRJY.jpg – you sometimes get stuck when trying to walk over the edge, a little annoying.
http://i.imgur.com/4lfVY.jpg – you cannot see the capture zone marking when playing on chris dx 9 fps’ config at all. I know it’s not a map issue primarily, but a lot of people play with these configs. Maybe there’s another way to clarify the borders of the cp. Different wood textures for the planks or something.
I also agree that the map is a little too dark.
Last edited by nTraum,
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