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cp_logjam (5CP)

Created 17th June 2014 @ 23:12

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Collaide

Quoted from Hyce

Experimenting a bit with lobby at 2nd. Going to mess with choke later and see how that goes. RC2 in the next few weeks hopefully.

I don’t really have a consensus on what I need to do with the mid so I haven’t touched it yet.

http://imgur.com/a/nQsSI

Is the goal of the new exit to make it easier to recap spire?


Last edited by Collaide,

NeuTronas

I would love to see logjam in the next season.

Hyce

Yeah, recapping spire/forcing others off of spire from last was the idea. I’ll be doing something similar on mid side. Spire was the ultimate high ground with nothing relatively close to the same height on either end and I felt that it was necessary to make it more even at least to some extent.

Hyce

As promised here’s a quick look at the rough idea for choke in RC2:

http://imgur.com/a/IsqLa

I wanted to get rid of the natural rock cover to make a distinction between choke and cave, thus the little bridge to prevent bombing from a million miles above.

I have removed the little connector between cave and choke- it seemed that there was no nice way to have it set up with sightlines being right to have it there anymore. Plus, with how I moved cave’s entrance on 2nd much closer I don’t think it was as necessary- cave used to be a huge long connector and that cut it in half- now that it’s lost most of it’s length I think cave should be fine without the door to choke.

I also made the middle of choke the high ground- after doing lots of analyzing and looking around it’s pretty clear why this is really the best option- limiting sight, keeping the lines of the map fluid, without giving either team a distinct advantage. There’s a few sniper sightlines that have creeped up with the rising of the ground- but like I said this is rough and I’ll work on tweaking before I release.

Merry Christmas all.

Hyce

Hyce

cp_logjam_rc2

RC1->RC2 (Minor)
Fixed missing textures and block bullets in lobby
Increased brightness in saw room
Fixed some lights that were floating away from walls on mid
Removed clipping from windows on mid
Adjusted clipping on supports by main entrance in last
Clipped the middle wall at last
Fixed an odd vertex on spire at 2nd that caused a ramp to not be flat
Clipped the sign outside of the forwards at 2nd point to ease people leaving forward spawn
Clipped a door frame in logroom
Fixed an ammo kit on spire not having a paint splotch underneath
Added the no entry signs to the spawn doors
Lots of other clip fixes

RC1->RC2 (Major)
Made last cap slightly faster
Made the houses on either side of mid smaller.
Modified the upper exit of lobby out on to 2nd to be a larger room with a battlements-esque exit.
Re-did choke, it no longer connects to cave, has central high ground, and is a wider path.
Re-did the lazy optimization at 2nd/mid to improve FPS
Detailed underneath middle point

Download: https://www.dropbox.com/s/2y00zuo7h0gbb13/cp_logjam_rc2.bsp?dl=0

Screens: http://imgur.com/a/eF0Jk

Also, the newest changes are not terribly detailed as I am not certain how well they will pan out. Let me know if there are any bugs found ASAP and I can fix it for the cup.


Last edited by Hyce,

Hyce

B4nny suggested an idea to me on his stream the other day- here’s a visualization of mid in a potential RC3 from hammer (no lighting). I’m willing to change everything but I’m not going to be listening to everyone’s feedback. Made that mistake once, won’t happen again.

http://i.imgur.com/YcSFBAN.jpg

AB

more cover on mids yes yes yes

biskuu

HF!
pizza

Quoted from Hyce

http://i.imgur.com/YcSFBAN.jpg

Roof is steep af


Last edited by biskuu,

SiTeHBu0mbb

DOWN

B4nny suggested an idea to me on his stream the other day- here’s a visualization of mid in a potential RC3 from hammer (no lighting). I’m willing to change everything but I’m not going to be listening to everyone’s feedback. Made that mistake once, won’t happen again.

http://i.imgur.com/YcSFBAN.jpg

Who’s the green guy standing on the capture sign? Kappa

In all seriousness, some area’s of the map just seem unneccesarily complex (around 2nd mostly). Personally I’d clean up a bit more before anything else, see if you can somehow get some heatmaps from the upcoming cup tomorrow.


Last edited by SiTeHBu0mbb,

Hyce

Quoted from biskuu

[…]

Roof is steep af

Should’ve mentioned that it’s a rough idea and all I did was delete the hallway bit- that’s the shed that is present in RC2. I’ll likely make it a touch wider and give it a double slanted centered roof that’s less steep, as well as re position it so the sightlines aren’t crazy.

The green guy on top of the point is actually Gordon Freeman. Not even kidding.

Yeah, there’s bits on 2nd that aren’t fluid enough. If such heatmaps would exist post cup I’d love to see them.


Last edited by Hyce,

Hyce

Alrighty folks, we’ve got two of them!

https://www.youtube.com/watch?v=lD_ag67tH3I

cp_logjam_rc2a
This map is intended for use in the ETF2L cup on Thursday.
DOWNLOAD: https://www.dropbox.com/s/9n0mnafrs1ncwl7/cp_logjam_rc2a.bsp?dl=0

RC2->RC2a
Fixed missing clipping on blue side at mid
Fixed weird large clipping red side at mid
Fixed some displacement holes
Fixed a vertex sticking out a little to far in choke possibly preventing rocket jumps
Added a silly bit of wood to spire to block snipers on the bats at 2nd from shooting people in choke
Fixed some missing trim on red spire
Added some wire spools into the cage stairs to bats @ 2nd

cp_logjam_rc3pre1
This is a test version for what RC3 may look like. If ETF2L wants to they could use this instead I guess.
DOWNLOAD: https://www.dropbox.com/s/i0l2kuqu0481fck/cp_logjam_rc3pre1.bsp?dl=0

RC2a->RC3pre1
All notes above for RC2->RC2a included
Removed large slanted roofs on mid
Lowered super tall houses on mid at cave entrances
Modified the house on mid to make it fit better and be a better high ground
Added a box to jump to the house from by choke
Removed concrete patio by house, made it all displacement so there’s more free ground on mid
Removed the health and ammo in cave by mid
Widened the middle of cave
Added a health kit and ammopack in the new wide area of cave on a bit of high ground to encourage fights/usage

Here are screenshots of rc3pre1:
http://imgur.com/a/FlJLP

I think that this is heading in the right direction. Thanks to tf2pug.me for adding the map to it’s rotation.
Hyce

Meeto

Quoted from SiTeHBu0mbb

[…]

Who’s the green guy standing on the capture sign? Kappa

In all seriousness, some area’s of the map just seem unneccesarily complex (around 2nd mostly). Personally I’d clean up a bit more before anything else, see if you can somehow get some heatmaps from the upcoming cup tomorrow.

This so much. The map just feels so…I dunno, cluttered and small now.

Collaide

Quoted from Meeto

[…]

This so much. The map just feels so…I dunno, cluttered and small now.

I agree, imo the best version was the b19 version.

Hyce

Just when you thought you were rid of me…

I’ve actually touched the map recently, RC3 coming soon. Here’s a few sneak peaks.

http://i.imgur.com/SNXSza7.jpg
http://i.imgur.com/qbVrtwc.jpg
http://i.imgur.com/SNx8Lae.jpg
http://i.imgur.com/BepBWBJ.jpg

tl;dr changes from whatever the heck the last pre version was
Cave no longer a cave
2nd is pretty different, spire’s a lot smaller should be easier to hold
Last got raised up a lot higher relative to 2nd (the entire point) so there’s less dramatic height change towards last and the upper exit should be better to push out


Last edited by Hyce,

Hyce

IT’S THAT TIME!

CP_LOGJAM_RC3

DOWNLOAD: http://www.mediafire.com/file/gf9uf78o3ra1hb8/cp_logjam_rc3.bsp

CHANGES FROM RC3PRE1 (LAST PUBLIC VERSION):
– Entirely changed 2nd point; the spire is much smaller in overall footprint, added additional height and objects to fight around.
– Raised last point to lobby significantly relative to 2nd point; lowest ground on 2nd point is much higher.
– Changed the way upper left exits onto 2nd point; this should make a much better holding point/escape point for teams pushing out of last.
– Turned cave into a ravine by removing it’s roof; changed it’s geometry to make fights more interesting
– Moved forward spawn locations on mid; they’re now in the big retaining wall. This should slow attacks on last.
– Fixed multiple displacement holes/errors walking up
– Fixed the overhang roofs on the huts on mid so they don’t let you fall off
– Fixed forward spawn doors
– Upgraded ammo at 2nd to medium, moved the medium pack by logroom closer to spire
– Added a small ammo pack on upper left @ last

SCREENS:
LAST
http://i.imgur.com/BCkZ0M2.jpg
http://i.imgur.com/l6Ycttu.jpg

LOBBY:
http://i.imgur.com/xaMBxnf.jpg

NEW UPPER LEFT:
http://i.imgur.com/oJ71xvF.jpg

2ND:
http://i.imgur.com/jRIfFG8.jpg
http://i.imgur.com/f4iNY0G.jpg

CAVE:
http://i.imgur.com/qimOALo.jpg
http://i.imgur.com/tGiQg3b.jpg

LOGROOM:
http://i.imgur.com/YDdJeGD.jpg

MID:
http://i.imgur.com/PrVWjhq.jpg

CALLOUTS AND ROAMER/DEMO ROLLOUTS:
https://www.youtube.com/watch?v=Vs5xbF89-RA&feature=youtu.be

I would love any and all feedback on this version. Feel free to add me on steam, I’ll try and run PUGs on this map and will ask any of my TF2 friends to join. I think it’s the best version of the map yet, even if it took a year!*

*I totally just did not look at anything TF2 for a year and then decided to start working on the map again a week ago. But it still was a year between versions. Shhh.


Last edited by Hyce,

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