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cp_obscure_remake_rc1 - Need a Mapper
Created 4th August 2009 @ 15:16
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Awesome changes. Love the new route to get cp3 and the right side on cp1, you can go top and you don’t need jump. Maybe the left door on cp1 is a bit small, but we’ll see how it works. You can use more strats and the scouts can flank the enemies more easily.
Can’t say anything about the fps problems because I’ve never had it.
Keep up the good work.
Last edited by longas,
[3rd/4th] The transition from 3rd to 4th hasn’t changed in terms of defending it, the defending team can easily watch all three entrances, two of which on the left can be watched with height advantage, the game will still choke here because everyone will be facing in the same direction, scouts cannot get behind and flank. The route onto the crate from the house will actually make this worse by allowing the soldier on the crate to quickly rj across into the house to kill anyone which might have got through.
[4th/5th] Much better route for the attacking team on the left-side with being at the same elevation as the defending team. But from what I saw the real chokes at final happend, not so much at final itself, but at the lobby. Lobby defense hasn’t changed a great deal, soldiers can cover the right door with height advantage, and the demoman can easily cover both the left door and the new route which leads to final.
http://img691.imageshack.us/img691/7953/obs1.jpg
This route would of been much better had it been set further back, nearer the spawn door, which could be used then either to flank teams at final or lobby, and avoids demomen literally standing as I am in that picture and right-clicking.
Best custom map just got a bit better, good job.
I’m looking forward to testing the new routes. I really like the new one on cp1. Should make the last point a lot less like Fastlane as scouts can flank effectively, especially if the attackers are in the lobby.
Last edited by Mark,
Yes. Flanking possibilities as a scout. Makes me feel less useless when defending last.
(disclaimer: haven’t checked the map yet, just looking at Fragga’s screen).
Last edited by Koeitje,
Quoted from byte
– Look up into the sky ;)
Aww… this got my hopes up for them moons and a night-skybox :(
Epic changes tho. I admit I wasn’t very fond of this map before because it played out very slow in our pcws and pushing was just dreadful, so hope this helps!
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20000.jpg
you may want to fix those physics
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20001.jpg
floating
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20003.jpg
when you see it (what it shouldn’t be)
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20005.jpg
you’ll shit bricks (what it should be)
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20006.jpg
align textures (roof)
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20007.jpg
move those lights higher
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20013.jpg
align textures and what those tyres are doing there?? (isn’t the most logical place for those..)
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20015.jpg
why there is snow, when for example:
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20016.jpg
here isn’t
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20017.jpg
align textures (again)
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20018.jpg
see above
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20021.jpg
see above, also, that lock is going to be hard to get open… :p
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20023.jpg
move the light abit backwards
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20026.jpg
align textures
https://dl.dropbox.com/u/3765879/obscure/cp_obscure_rc20027.jpg
this building looks plain.
ADD OVERLAYS UNDER EACH MEDI/AMMOPACK (at the moment, some have, some haven’t)
also, make some of your roofs displacements and add some shape for them =) everything doesn’t need to be exactly straight.
otherwise, looking ok
Last edited by tarmo-,
Ty for the constructive feedback tarmo :)
[edit: number 3 and 4 i already knew about D:]
Will look into em.
Cheers
Byte
Last edited by byte,
To add to small graphical things, add some little red/blue lights to the security cameras, like in valve maps. Makes them look awesome :P
I really like this new obscure, great work byte. This just might be my new favourite map!
Jup I really like it too. Good changes. But I still hate the glass around the upper door on last point. :P
But its a great map now.
Played this three times tonight (one playing the ever elusive spectator class), enjoyed it very much, I don’t see any controversial changes from the first RC, all I see are rather nice general improvements.
You might want to look at the STV demo from the PUG at around 22:50 though, Byte… there was a guy saying he got stickied through the wall, a bug maybe?
Looks good, can’t wait to play it :D
I’m not sure how big a difference the layout changes will make between 2-3.. I mean I can see how the extra route from ramp room will make it easier to attack 3 from 2.. but like Fragga says attacking 2 from 3 will probably be fairly similar (although I guess you can at least get to ramp room without being seen now even if a solly on the crate can still see you when you try to push on into the building at the side of 2). Will be interesting to see what effect this has :)
The changes to last look great too, although again I guess we’ll have to see how it plays out :) A lobby defence should be harder now which should hopefully make last a little easier to cap.. my hope is that this doesn’t make it too hard for teams to spring out of last and recap 2 though as I think it’s when this gets too tricky on maps that you tend to see the turtling at last that everyone hates.
Also last looks a bit prettier which is very welcome :>
aa byte <3
nice
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