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cp_obscure_remake_rc1 - Need a Mapper
Created 4th August 2009 @ 15:16
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Will be a link thur/fri mvp to download it.
Klu honestly you need/should play obscure tonight and notice the difference in fps =) ow yeah this applies to killalot and Kop as they were the 2 ppl most to whine about fps =)
Cheers
Byte
FPS wasn’t that bad for me tbh, the only problem was the map was so white I couldn’t see my crosshair in most places :p
Yeah I should be around for a few pickups on it tonight
Last edited by klu,
The lighting has also changed especially on cp3 you can see you’re crosshair now even if it is default.
On cp2 the majority of it you can but some areas you can’t because of the sun =) but the snow shiny’ness is now like koth_viaduct so default crosshair’s are now visible.
Cheers
Byte
The lighting has also changed especially on cp3 you can see you’re crosshair now even if it is default.
On cp2 the majority of it you can but some areas you can’t because of the sun =) but the snow shiny’ness is now like koth_viaduct so default crosshair’s are now visible.
Cheers
Byte
great success
It’s finally here i hear you say? :D yes 51 days since this project started it’s rocket’ed so much just mainly because of the support and attention people have given it and me into this map.
The reaction i got off the majority of ppl was “wow this plays so good” so i’m hoping to not disappoint the rest of you who haven’t tried it.
I will just give a brief summary though of the 51days…
Since it started we have played 81 pickups on this map in #cpobscure. It’s taken alot of me whining to codcrille (bless him) to keep ploughing away through and changing layout or a building or anything…
My idea was first to
a) Produce a rough sketch of my design
b) Neaten it up to show codcrille via scanning the sheets
c) Describe the theme/pace/layout of the map
d) Once set up the layout play test it myself and go through each class adv/disadv’s in certain areas so it balances out nicely. (heavy works so well on this map)
e) Play test it a million times until i believe the game layout was perfect.
f) Optimize it for fps
g) Put some small visuals =)
So to sum up this is a neat optimized version of the map with some visuals but only like 15% of it done. The reason i’m putting it in pickup channels is because of the massive request by over 60/70 ppl i’ve had if not more…
Anyway guys/girls please READ the readme.txt file.
Download Link
http://fakkelbrigade.eu/byte/cp_obscure_alpha.zip
Any constructive feedback is always welcome but please relate it to any bugs or game play/layout and not visuals as explained above =)
tarmo-
foxtreme
f2
RobbaZ
Will contact you 2night if your on.
Cheers
Byte
Last edited by byte,
<3
Trying to get a hold of f2 and Robbaaaaaazz!
=)
Cheers
Byte
Yes, fantastic. Now maybe we can get everyone who hates customs to have a look at this.
p.s. I still think it should be called cp_lawlstickies
Agrgrg.
Please don’t put sub-folders inside the compressed folder, it makes extracting the map such a pain.
EDIT: Well… all I can say is that it needs a lot of work to make it “conventional.” It might play great at the moment (or at least that’s what I’m seeing in the feedback), but there are quite a few oddities in the map, not least in some of the detailing (which frankly shouldn’t be there at all :P).
My main criticisms are:
– It looks (I can’t tell if it’d play like it though), as though middle and last will be dominated by snipers. At last, one sniper can basically see the whole area around the point from in this lane here: http://dl.getdropbox.com/u/1085379/cp_obscure_alpha0000.jpg and there’s not exactly as many places to hide as in Badlands last.
– These doors http://dl.getdropbox.com/u/1085379/cp_obscure_alpha0001.jpg are too small, use the frame prop used in Badlands as reference
– This is horrible: http://dl.getdropbox.com/u/1085379/cp_obscure_alpha0002.jpg I’m being “blocked” (although I can walk through it), from my own spawn, and either the door model you’ve used is too big, or the frame for it too small.
– Do not need two spawn doors here http://dl.getdropbox.com/u/1085379/cp_obscure_alpha0003.jpg just confuses me
– The spawn room is generally strange, this back area here http://dl.getdropbox.com/u/1085379/cp_obscure_alpha0004.jpg is far too convoluted, and could be much simplified. This area http://dl.getdropbox.com/u/1085379/cp_obscure_alpha0005.jpg is completely redundant, remove it. Look at Yukon’s spawn to see how Mangy dealt with the two spawn exits at different levels. If you keep the cabinets where they are, you can remove one, the one further in is basically redundant.
– Big no no http://dl.getdropbox.com/u/1085379/cp_obscure_alpha0006.jpg BLU does not have those slanted roofs with that wall texture; look at how the Granary roofs are constructed.
– http://dl.getdropbox.com/u/1085379/cp_obscure_alpha0007.jpg is the completely wrong method to make a slanted roof, look at this http://dl.getdropbox.com/u/1085379/randdalfroof.vmf (vmf file) to see how to make a roof like Valve does.
– There seems to be a huge use of stairs in the map, and whilst I wouldn’t normally fret about this… it’s like the whole map is made of stairs on the inside.
– Lastly, http://dl.getdropbox.com/u/1085379/cp_obscure_alpha0008.jpg why is there a floating med pack above the middle… I mean the whole point of rocket/sticky jumping is that you gain mobility but lose health, this seems to wholly negate that.
I don’t mean to be overly critical, seeing as it is the first alpha and all, but if you resolve these issues now, you won’t have to deal with them later. The map seems good layout wise though, and it looks like you’re optimising well.
Last edited by Randdalf,
Wow, most of what you’ve said is based on actual opinion also visual…
The only constructive criticism i shall take out of all the points you’ve supposedly “flawed” is the door frame up top. As for the rest, i suggest you play it first.
Its called obscure for a reason, i.e.a health pack in the air is to provoke players into going aggressive…not being funny you have lack lustered the game play of this map.
[edited]
You’re over critical analysis was over the top, this is why its called alpha most of the things you have mentioned are completely incorrect based on not just one opinion but over 100+ ppl’s opinion if not more when people play it.
I mean for example you provide a link and say ” this area is completely redundant” i.e. spawn cp1 are you naturally stupid? Its spawn? it’s where people spawn :| look at valve maps? they all have the sameish size of spawn?
Also “It looks (I can’t tell if it’d play like it though), as though middle and last will be dominated by snipers. At last, one sniper can basically see the whole area around the point from in this lane here: [Link] and there’s not exactly as many places to hide as in Badlands last.” lol dude just wow, play it first and see if sniper dominates it? You don’t think i’ve tested this enough to see?
I appreciate you finding the time to be so over critical however your approach is completely incorrect/inappropriate.
The only thing i shall take out of this is 2 things.
1) the door frames i agree
2) You’re clearly making a map and base cosmetics/visuals over anything =) (took you 1minute to download it and 10minutes to go analyze an entire map from head to toe and come up with that)
Oh and 1 more thing visuals will certainly change in the next couple of months however, so any roofs/walls/buildings/props will change in texture/detail and colour/position….
As i mentioned in the readme.
Cheers
Byte
Last edited by byte,
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