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cp_quay

Created 19th December 2011 @ 17:40

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choiie

keso

Alright, beta 1 is finally out! https://dl.dropbox.com/u/2447457/cp_quay_b1.bsp.bz2

Thanks a lot to compleat (as usual), TviQ, Crafz and everybody who’s been double mixing with me in order to get this version out. I won’t do any changes before the cup, but be sure to submit feedback if you try the map out!

Screens as always on my steam profile.

compleat

Always a pleasure :)

Btw, did you get to fix the stuff I pointed out before releasing it? Or are you saving all that for another beta? I’m asking because the file seems exactly the same as the one you sent me to “debug”.

profix

FLANK

Some sort of changelog between the b1 and the last alpha version would be cool. :)

choiie

keso

Quoted from compleat

Always a pleasure :)

Btw, did you get to fix the stuff I pointed out before releasing it? Or are you saving all that for another beta? I’m asking because the file seems exactly the same as the one you sent me to “debug”.

I’m saving them for the next version as I felt none of them were really game breaking.

As for changelog: the difference between a19 and b1 is minimal; changes in a19 can be seen here: http://sv.twitch.tv/choiie/b/338857146

Starkie

ulti?
sniper

Mid looks great, so much better than early alphas
Also I’m glad you removed the clipping above the pipe (from mid onto second)

Edit: Not a perfect demoman rollout but it’s the fastest one I could find to get to mid on full HP http://www.youtube.com/watch?v=WOcyU5O8qSE


Last edited by Starkie,

choiie

keso

Quoted from Starkie

Mid looks great, so much better than early alphas
Also I’m glad you removed the clipping above the pipe (from mid onto second)

Yes, similarly to badlands this leads to some very aggressive plays in that area. I really like the way that people have the option of the standard uber push through house, and the aggressive bombing push through beach. I’m really curious how people will choose to defend 2, or if it’s even feasible?

TviQ

ft.
007

Gunboats is gonna be fun :D

Snapphanen

[MvP]

Remove the “BAR” sign in mid NOW. It’s obviously a bug. Chojje must have forgotten to remove this extremely ugly and attention-drawing object.

EDIT: Also, the wooden stair to mid (between to the “BAR” sign and a small medkit next to the stair) is broken. There is a wooden piece interrupting lazy movement. You cant walk diagonally like you can with stairs like this normally. I drew a fancy picture:

http://i.imgur.com/SjugV.png
Red line is how you want to go, but can’t.
Green line is how you must go.
Dark-red piece is the annoying piece of wood that makes the red-line path impossible.

My suggestion to fix this are:
1. Make the stair as a no-colide and put nodraw brushes that represent the collision.
2. Change the stair to some other stair.


Last edited by Snapphanen,

choiie

keso

Thanks, as you mightve seen in the walkthrough vid that staircase has been bugging me as well; the entire geometry in that area is very awkward in general and needs some cleaning up. Interestingly enough, while that little piece of wood might look like it’s blocking the collision of the stairs perfectly lines up with how it looks. I guess we’re just so used to seamlessly move in stairs that we take a too aggressive course uphill. Not saying it’s a good thing of course, and I’ll fix it for the next version.

And yes, the bar sign is gone!

Spike Himself

TC

Mirror: http://fastdl.colonslash.eu/maps/cp_quay_b1.bsp.bz2

choiie

keso

Thanks Spike :)

The one change I have in mind in b2 for now is the removal of the bar house. It simply fills no purpose in its current form, as it’s pointless to fight in there and I think most people hardly realize it exists. I’m gonna make it a much more open route, and see if it either gets used more or I remove it.

Darkdwarf

[MvP]

I liked the BAR-sign. It added flair to the mid :(

Maybe you could put in, but in a less distracting way?

choiie

keso

Alright, even though I said b1 would be the last version before the cup, I got some really nice feedback from yyler and compleat and simply couldn’t resist making another version. The biggest change is mid, which has been heavily reworked.

Download link: https://dl.dropbox.com/u/2447457/cp_quay_b2.bsp.bz2

I’ll get screenshots up in a couple of moments.

choiie

keso

Screens: http://steamcommunity.com/profiles/76561197998577229/screenshots/


Last edited by choiie,

compleat

Like I said, map is already pretty polished so it’s hard to “debug” it any more :p. Some of these are me nitpicking… still:
Texture below the crosshair flickers (impossible to see notice it in the image though): https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00001.jpg
Same here (on the other side): https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00002.jpg
You might want to move these wooden “triangles” a bit backwards. I imagine they are supposed to be supporting the structure, but right now they are just hanging from below :p https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00003.jpg
This sand texture flickers like hell: https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00004.jpg
Weird spaces between walls (only on the red side of the map, blu is fine): https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00005.jpg
you can stand over here: https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00006.jpg
This last piece is the only one that isn’t aligned :P https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00007.jpg
This one is a bit hard to explain. It’s like the floor cuts just a bit before than the rest. And you have that yellow + black texture below the ramp as if it was the lacking part, but under the ramp. It’s no necessarily bad, a bit weird maybe… https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00008.jpg
You can hide stickies in here same as in badlands https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00009.jpg , which you could allow, if it weren’t for the fact that it’s a bit unfair for it to be only one-sided (you can’t do it on the red part of the map https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00010.jpg )
For some reason this first window’s frame is bent. Same happens in the other set of 4 windows https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00011.jpg
These metal things aren’t touching the wall https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00012.jpg
You can get a bit inside this metal structure: https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00013.jpg https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00014.jpg
You can camp respawn from up here: https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00015.jpg
Remember this thing I told you to fix? There is still a tiny part lacking :P https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00016.jpg
Floating sing: https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00017.jpg
You can get over here by jumping on the tires, only on the red side of the map: https://dl.dropbox.com/u/11430411/Imagenes/quay/b2/2012-11-17_00018.jpg

I’ll have a hard time looking for more bugs in future releases for sure, hahahaha. Awesome job so far, will try to promote the map here in south america :]

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