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cp_intermodal (5CP)
Created 18th May 2014 @ 23:06
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Same as MARS^.
I would like to point out that the truck’s cab went invisible for several people and reappeared only after restarting TF2.
still prefer follower to intermodal (mid looks kinda similar) but can see this working in HL.
this map aint bad, the middle is kind of like follower, which is pretty cool.
but the the second point is just awful… the point is captured too fast, and you cant really take any good position to defend it either.
so the second point have to be remaked imo.
otherwise this map got potential!
Quoted from .kr4tos
this map aint bad, the middle is kind of like follower, which is pretty cool.
but the the second point is just awful… the point is captured too fast, and you cant really take any good position to defend it either.
so the second point have to be remaked imo.
otherwise this map got potential!
I really disagree, there’s set high ground for you to defend from, you can see all three doors that the enemy can push through and they’re all quite easily spammable. Even with disadvantage, the last is so easy to push out from that you can afford to force the attacking team and drop back to last with an uber advantage. Would be nice if the room on the far side (not the turbine room) could be made into an open choke a la process though, would be interested to see how that would work out.
Quoted from .kr4tos
this map aint bad, the middle is kind of like follower, which is pretty cool.
but the the second point is just awful… the point is captured too fast, and you cant really take any good position to defend it either.
so the second point have to be remaked imo.
otherwise this map got potential!
Learn how to defend it properly? You’ve got healthpacks everywhere, height advantage and a bunch of corridors/rooms you can fall back to for a quick buff before jumping back out.
Am I missing something here?
Quoted from Sideshow
[…]
I really disagree, there’s set high ground for you to defend from, you can see all three doors that the enemy can push through and they’re all quite easily spammable. Even with disadvantage, the last is so easy to push out from that you can afford to force the attacking team and drop back to last with an uber advantage. Would be nice if the room on the far side (not the turbine room) could be made into an open choke a la process though, would be interested to see how that would work out.
actually its my bad, i just watched the screenshots again and its actually another second point i meant. as you can see there are many higher grounds etc.
i still think it was this map where the point gets capped too quickly.
some stairs should get removed by ramps imo
Quoted from .kr4tos
some stairs should get removed by ramps imo
Why exactly?
Just put a blockbullet in and the stairs function the same as a ramp…
I should also add that I don’t like the holes that are in the map; I know they’re all clipped over so they’re not actually holes but it’s really distracting and looks poop. Fill ’em in and make it obvious where you’re gonna splash!
Quoted from Leftism
[…]
Why exactly?
Just put a blockbullet in and the stairs function the same as a ramp…
ramps give a better visual representation. how do i know if the stairs have blockbullet brush or not
Quoted from ondkaja
[…]
ramps give a better visual representation. how do i know if the stairs have blockbullet brush or not
I can understand your point, but you have to remember visuals are also important to the mapper – it’s their theme and some themes ramps really don’t work on. Technically, unless one is using models, ramps do have a number of optimization advantages over a staircase although I’ve always been of the opinion stairs look nicer in TF2 than ramps. :>
While I can’t think of a method of checking on the fly is a wall/stairway has blockbullet, it’s worth remembering the brush leaves no bullet marks (see here https://developer.valvesoftware.com/wiki/Tool_textures) so when you’re looking through a map by yourself you can shoot hitscan or an explosive projectile at a staircase: If the stairs have not got a bullet hole mark or explosive marks then a block bullet “ramp” has been put over those stairs or along that wall. Although if you have an FPS config which doesn’t show that this I can’t help you. :(
Last edited by Leftism,
Hey guys- Map maker here
Sorry I haven’t checked here in a while, it seemed like nothing was getting posted here so I didn’t check it at all for a bit. Thanks for the feedback! If you guys have any specific issues, let me know and I’ll try and edit them. Currently edited from the version you guys played is a few door heights (Making rampslides on rollout easier for roamer/demo) and changing the closer shutter at last to a choke (making it harder to snipe out of and easier to spam).
Also, on the issue of stairs- All of my stairs are bullet blocked. They look like stairs, but they function as ramps for player collision AND splash damage.
Apologies for the detail/textures being a little cluttered and whatnot- this is my first big time map and I focus on gameplay a lot more than I do detail. I will be working on refining the look as much as I can in the future.
Again, thanks all! Looking forward to more feedback from you fellas across the pond!
Thanks,
Hyce
Quoted from Leftism
[…]
I can understand your point, but you have to remember visuals are also important to the mapper – it’s their theme and some themes ramps really don’t work on. Technically, unless one is using models, ramps do have a number of optimization advantages over a staircase although I’ve always been of the opinion stairs look nicer in TF2 than ramps. :>
While I can’t think of a method of checking on the fly is a wall/stairway has blockbullet, it’s worth remembering the brush leaves no bullet marks (see here https://developer.valvesoftware.com/wiki/Tool_textures) so when you’re looking through a map by yourself you can shoot hitscan or an explosive projectile at a staircase: If the stairs have not got a bullet hole mark or explosive marks then a block bullet “ramp” has been put over those stairs or along that wall. Although if you have an FPS config which doesn’t show that this I can’t help you. :(
nah, the fps benefit of ramps over stairs are very minuscule. the game only has to draw a few more vertices. unless you are a terrible mapper who doesn’t use func_detail, causing a new visleaf to be created for each step
yeah, i’m aware that you can check if the stairs have a blockbullet brush or not. my point was that however when fighting, do i avoid shooting rockets at the stairs or are the stairs like ramps. this thought process takes like a second for me but it’s really annoying having to memorise which maps have proper stairs or not. but yeah, stairs do look a lot nicer, i just wish all stairs in every map had the blockbullet brush on them.
id like to note that cp_process has some stairs that are bullet blocked and I don’t see people complaining about that. Honestly its not even an issue.
Now Releasing cp_intermodal_g1!
(G for gamma… alpha beta gamma? radiation… lol)
Download: https://www.dropbox.com/s/emrod556oh9anpw/cp_intermodal_g1f.bsp
Changelog:
Fixed some clipping and block bullets stuff
Raised the height of a few doors
Added some crates on last for medic cover
Removed the shutter closest to last point and moved the door back
Reduced respawn wave times
Fixed some geometry in forwards
Cleaned up the visuals on mid and red side
REMOVED ALL THE DEV TEXTURES EAT IT BEN AND WARI
Screens:
http://i.imgur.com/GXddLJz.jpg
http://i.imgur.com/gC3P7ZM.jpg
http://i.imgur.com/GmbxZPI.jpg
http://i.imgur.com/xpotsI6.jpg
http://i.imgur.com/6I32KfX.jpg
http://i.imgur.com/NnMs78j.jpg
http://i.imgur.com/SPWtLRO.jpg
http://i.imgur.com/AdSXlsq.jpg
http://i.imgur.com/1im83kK.jpg
Last edited by Hyce,
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