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cp_obscure_remake_rc1 - Need a Mapper

Created 4th August 2009 @ 15:16

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wer

pulkai
tfortress.no

Resupply door: http://img163.imageshack.us/img163/7194/cpobscurerc50024.jpg
What kind of truck would fit through this door? http://img717.imageshack.us/img717/420/cpobscurerc50008.jpg

Also, all roofs on BLU side are for me completely bright, like 100% white color.

byte

Quoted from wer

Resupply door: http://img163.imageshack.us/img163/7194/cpobscurerc50024.jpg
What kind of truck would fit through this door? http://img717.imageshack.us/img717/420/cpobscurerc50008.jpg

Also, all roofs on BLU side are for me completely bright, like 100% white color.

Ty for the door bug and i’m sure Larky will take a look the tracks on the floor i don’t thik they should be extended to underneath the roof area.

Also the roofs must be a bug/fps config setting? Because on full view and max settings etc it’s whit and grey and not that bright i’d say around 40% so….. would be interesting to see if anyone else has this problem.

Cheers

Byte

byte

Quoted from Netsky

I know it might be a lot of work, but would it be possible to see a pre-_final map? as there were still quite a lot of visual bugs, I think it will be easier to spot the remaining ones, if we had a cleaned-up version? something like cp_obscure_rc5_bughunt ^^

I could do this Netsky, will speak to larky about it if people wouldn’t mind actually spending time to find the bugs i can make a cp_obscure_rc5_bughunt (which won’t be an official release etc). I do try myself to find bugs but obviously 364636 heads are better than 1.

Cheers

Byte

Del

Quoted from byte

Stray go on a visual/bug hunt for me!!!!!!

No way !!!

wer

pulkai
tfortress.no

Quoted from byte

[…]

Ty for the door bug and i’m sure Larky will take a look the tracks on the floor i don’t thik they should be extended to underneath the roof area.

Also the roofs must be a bug/fps config setting? Because on full view and max settings etc it’s whit and grey and not that bright i’d say around 40% so….. would be interesting to see if anyone else has this problem.

Cheers

Byte

Yea, I guessed that was the case. However, I’m not running a fps config atm, got everything on max.

byte

Quoted from Del

[…]

No way !!!

Aww go on Stray i’ll give u a Russian Cookie ! >.<

Cheers

Byte

wrock

vier

i really don´t like the new area around cp2
I´m scout and now there is a additional section i have to take care of, because there are so much were someone can hide…

wer

pulkai
tfortress.no

Quoted from wrock

i really don´t like the new area around cp2
I´m scout and now there is a additional section i have to take care of, because there are so much were someone can hide…

one big open yard + a house and a area behind the house. It’s not that hard

C.R.E.A.M

Hey guys. In the last few weeks , ive played obscure_rc5 very often.
Its a very good map and I like the layout and the playstyle. But since the last update with the open left side and the added door , I think its way too wide.
Sry for my English , not that perfect xD

I thought about some other ways to make the map more exciting and fast paced.
I think u should connect these two doors http://img156.imageshack.us/f/img156/2732/doubledoorsleft.png .
The old two travels were very tight and heavy to push out in my opinion.
After that I think it would be nice to decrease the area of the new left side on cp 2 and open the wooden door there.
Close the side with a wall or a fence http://img97.imageshack.us/f/img97/152/sideleft.png .The area would connect the ramp in the house with the wooden door. http://img594.imageshack.us/f/img594/5325/insidehouseleft.png
Close the side like in rc3 with a car and fence http://img9.imageshack.us/f/img9/4774/leftsideground.png .
Advantage : most of the time scouts could push out up to top of the ramp in the house . the house will be a more important battleground.

After this part , I tried to think about a new route for the right side .
It should be a small balcony platform http://img694.imageshack.us/f/img694/3674/balko.png , connected with the house. http://img46.imageshack.us/f/img46/425/doubleentrance.png / http://img31.imageshack.us/f/img31/4760/insidea.png Place the balc near to a wall , so its spamable.

Problem could be a hiding scout inside the travel for a recap or smth. I think this route is very good , because scouts can check for stickies or a solly could be playin more aggressive out of top.

All in all , the map would have 2 doors / balcony on the right and 1 ramp out of the valley , 1 door on the left , optional connection to the wooden door / top .

This things are just ideas of myself and my dream obscure xD byte created a cool map with its own style …. I like it very much , except for the new left side ;/
Peace =D

Netsky

dude your paint skills are awesome :D so fun to watch the screenshots ;)

edit: btw nice ideas u got there, but I can’t comment on the new left side as I haven’t had the opportunity to play it yet


Last edited by Netsky,

C.R.E.A.M

haha :/ ty ;P

Dav1dd

2ne1

Found a few visuals:

Sorry if this has been posted before :P

http://img72.imageshack.us/img72/3711/cpobscurerc50002.jpg – If that’s supposed to be a window open but smashed it doesn’t look convincing IMO, not sure what others think
Also here http://img227.imageshack.us/img227/9172/cpobscurerc50010.jpg – CP2 left fence

You can see the ramp! In first spawn http://img101.imageshack.us/img101/3267/cpobscurerc50003.jpg

First spawn, maybe you could make it lighter/more interesting
http://img689.imageshack.us/img689/9595/cpobscurerc50004.jpg

Second/third spawns:
http://img193.imageshack.us/img193/1530/cpobscurerc50006.jpg

when standing on the cabinet http://img130.imageshack.us/img130/9931/cpobscurerc50005.jpg

Idk if this is a bug, when you go up to the door of one of the 2nd spawns from the outside you can see the lights like this through the door :s http://img23.imageshack.us/img23/8525/cpobscurerc50007.jpg no it’s not a reflection :p

Also
http://img715.imageshack.us/img715/9835/cpobscurerc50009.jpg


Last edited by Dav1dd,

wer

pulkai
tfortress.no

Quoted from Dav1dd

Second/third spawns:
http://img193.imageshack.us/img193/1530/cpobscurerc50006.jpg
g

the wall sticks out so the thing over the door is attached to the roof and not floating in the air.

Dav1dd

2ne1

Quoted from wer

[…]the wall sticks out so the thing over the door is attached to the roof and not floating in the air.

yeah i wondered about that, I guess it’s not a big deal just saw it :P
idk if you can change it ;)

Overcow

KURT!
iNh

Blackouts paint skills are credit to team.

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