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cp_obscure_remake_rc1 - Need a Mapper
Created 4th August 2009 @ 15:16
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So it’s been a while, obvious reason why i haven’t done a released it, is i wanted to get feedback from clans from various divisions about the map.
After good feedback and constructive ones a few hit me that needed to be changed. So there’s alot of changes However no map design/structure has been changed.
The main thing that stood out on rc2 and previous versions is the spawn time for the last capture point as defenders… it was too short and not really acceptable. So the spawn timer has now been changed to a range between 10-15seconds (can go up to 18 seconds depending on the random factor that valve incorporate), but on average its 13seconds.
The attackers spawn timers have NOT been changed as they work very well.
Another main thing in rc3 is the redesign of capture point 1. Judging by the 4 map testers they all agreed that they love it now…. also there is alot less clutter and “places to get stuck in” so u can retreat well enough.
If you notice now the top spawn on capture point 1 when defending as a heavy or whatever other class can not just stand there and stop the capture point being captured. You have to drop down and stand on it to stop. I feel this was necessary as it made too easy for the defenders.
.::.Release log of changes.::.
– Subtle detailing all over the map.
– Less things to get stuck on capture point 2. The rock was the main thing now it’s smooth when you run backwards i.e. like trying to retreat. The only real obstacle is the two barrels right side.
– The houses at capture point 3 have been detailed and look very nice to be honest :)
– Ramp room has also been revamped as well as the ramp going behind to flank.
– New visuals on the outside of the map, you’ll notice a waterfall on one side and moutains and houses on the other. Also the sound is included.
– All health packs and ammo packs have a red/blue patch underneath them now, to help with distinction of which side you are on (yes believe it or not some people get confused on a linear map).
– Fps has been evened out now on the map, there is still more to come though so bare with me please.
– As mentioned before Spawn times adjusted for defenders on last, rather than 7-11seconds it’s been changed to 10-15seconds.
– The spawn entities at capture point 1 spawn have been moved forward a metre.
– Capture point 1 redesign, i think capture point 1 looks awesome and there is still the sound to come for the turbine/generator underneath the capture point.
– Easier to ninja cap the point now for attackers on capture point 1 due to the re-design + spawn timers + less obstacles in the way.
– Alot of clutter has been removed, this includes 4 barrels and the fence coming from the ninja route up the ramps.
– Alot of fixes applied, especially the one where you can get stuck at the rock near the truck.
– A load of other things which i can’t remember…
There is MORE to come including the cp1 spawn area restructured so that you can switch classes in a logical area to which you “think” you could, rather than having a black and yellow line to signify your in the ‘zone’ to change class. Also alot more fps tweaks to come and various tidy ups.
Many many thanks to Larky for busting is ass as always for this map. I maybe doing this for community but he is as well as doing a huge favour for me…
Many thanks goes to Honeymustard for actually wanting to help me with useful criticism. ALso thank to Anderson Baerbal for map testing.
.::.Download cp_obscure_rc3 .::.
http://fakkelbrigade.eu/byte/cp_obscure_rc3.zip
With regards to the league, continue using rc2 UNLESS BOTH TEAMS AGREE TO USE rc3… I will state to you now rc3 has NO GAME PLAY CHANGES, PURELY VISUAL AND TWEAKS…
rc4 will hopefully be released in 2 weeks time, also i have noticed there is on the red team spawn on the stairs is a material bug so it will be fixed.
[EDIT: HAPPY BIRTHDAY LARKY :D legend!]
Cheers
Byte
Last edited by byte,
nice, I’ll run it in tf2lobby tomorrow :)
Last edited by TroubleGirl,
Quoted from byte
Many thanks goes to Honeymustard for actually wanting to help me with useful criticism.
Don’t listen hes bad!
Quoted from byte
So the spawn timer has now been changed to a range between 10-15seconds (can go up to 18 seconds depending on the random factor that valve incorporate), but on average its 13seconds.
Quoted from byte
I will state to you now rc3 has NO GAME PLAY CHANGES, PURELY VISUAL AND TWEAKS…
I’d love to know what you define as a “gameplay change” :x
I’d love to be more constructive but I’m not allowed to load TF2 until i’ve finished my uni work… next week, perhaps :(
Last edited by frymaster,
I like the attention to detail in this version, a really nice makeover indeed.
First point looks better, hope it plays out that way as well. Can’t no longer sticky jump right from the spawn door tho. :/
And those concrete blocks left side of the middle point respawns are still there!
nice :3 now i dont feel the map so depressive :) i like these visual changes! Nice one!
http://i39.tinypic.com/wgolg3.jpg – rc2
http://i40.tinypic.com/2ugcndx.jpg – rc3
It’s not purple anymore, now it’s like any other exit sign. You ruined this map.
I like the changes, the new detailing feels appropriate and is not too overpowering, which is nice :)
Just a few things I’ve noticed:
– The bit with the slightly rased door to the right of CP1 seems to just have a black backing ( http://i39.tinypic.com/24vr3ic.jpg )
– The trunks of the trees are missing through the window at CP1 ( http://i40.tinypic.com/5d2rr.jpg )
– IMO the big team name inside the houses at CP3 are too much and don’t compliment the design ( http://i39.tinypic.com/4qhbt4.jpg )
– At CP1 blu side (also happens on red side but you actually have to start falling off the bridge for it to happen) trees disappear too early, first screenshot is from about a metre away from the wall, second is touching the wall ( http://i40.tinypic.com/nxqgwn.jpg / http://i41.tinypic.com/ipbi1e.jpg)
– Waterfall soundscape is not directional and sounds more like rushing air
Otherwise nice work :)
EDIT: Also a video showing a lighting bug http://www.youtube.com/watch?v=_HAyhLvCA_s
Last edited by octochris,
Thanks for the feedback Chris and crz if you play tf2 in that quality you don’t deserve a purple sign ever! i might as well go play on a game gear than the grfx settings u have in that screenshot lol :D
Cheers
Byte
Quoted from byte
Thanks for the feedback Chris and crz if you play tf2 in that quality you don’t deserve a purple sign ever! i might as well go play on a game gear than the grfx settings u have in that screenshot lol :D
Cheers
Byte
That’s only on my laptop, don’t worry about that :D.
nice map
A thing I noticed while playing rc2 (and it is still there in rc3) is the two small ‘bridges’ on middle.. you can get stuck in them when walking out of 3rd spawn. (However, you don’t get stuck in them when you walk the opposite way.)
You can see a video of it here.
Quoted from byte
Thanks for the feedback Chris and crz if you play tf2 in that quality you don’t deserve a purple sign ever! i might as well go play on a game gear than the grfx settings u have in that screenshot lol :D
Cheers
Byte
xD
Wow, last point looks really nice :) Only thing I really hate is the new small ceiling above the first spawndoor. As said above, demomen can’t jump straight from the door anymore :(
I am starting tf2lobby now, all those who wants to play feel free to join.
Aren’t the arrows around the map the wrong color? In the Valve maps a red arrow is pointing towards the blue base, so that the red team can follow the red arrows. At least this is how Valve has done it on badlands and granary.
On rc3 of obscure a red arrow is pointing towards the red base, so the red team has to follow the blue arrows. It might be intended, but it will also confuse anyone looking at the arrows if they are used to the way Valve does it.
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