Upvote Upvoted 24 Downvote Downvoted
1 2
cp_harbour (5cp)
31
#31
0 Frags +

looks very good gj phi

looks very good gj phi
32
#32
0 Frags +

last sort of reminds me of ctf_mach4, which is awesome.

I just hope it will weight less than 100 Mo once finished ;) (yes i found sunshine way too heavy for a 5cp map)

last sort of reminds me of ctf_mach4, which is awesome.

I just hope it will weight less than 100 Mo once finished ;) (yes i found sunshine way too heavy for a 5cp map)
33
#33
1 Frags +
Twiggylast sort of reminds me of ctf_mach4, which is awesome.

I just hope it will weight less than 100 Mo once finished ;) (yes i found sunshine way too heavy for a 5cp map)

it's ~50MB still a little heavy, i hope it doesn't get heavier :<

[quote=Twiggy]last sort of reminds me of ctf_mach4, which is awesome.

I just hope it will weight less than 100 Mo once finished ;) (yes i found sunshine way too heavy for a 5cp map)[/quote]

it's ~50MB still a little heavy, i hope it doesn't get heavier :<
34
#34
2 Frags +

this map looks promising, i dont like the idea of a water route though

this map looks promising, i dont like the idea of a water route though
35
#35
cp_sunshine, cp_cardinal
1 Frags +
Starkthis map looks promising, i dont like the idea of a water route though

yeah that's what usually puts people off initially about the map! it's an idea that hasn't really shown up in another map other than freight, and the one in freight is terribly executed.

i have a lot of great ideas for it though and i'm sure it will play at least semi-decently with feedback on the routage and any other little changes i have in mind for future versions. it'll be fun! maybe i can figure out some way to get it tested!

[quote=Stark]this map looks promising, i dont like the idea of a water route though[/quote]

yeah that's what usually puts people off initially about the map! it's an idea that hasn't really shown up in another map other than freight, and the one in freight is terribly executed.

i have a lot of great ideas for it though and i'm sure it will play at least semi-decently with feedback on the routage and any other little changes i have in mind for future versions. it'll be fun! maybe i can figure out some way to get it tested!
36
#36
3 Frags +

Ok here are my cents after visiting the map

http://puu.sh/gSmar/5a94954c09.jpg

I love your background idea! With the work you did on sunshine i have a feeling this could get really pretty

http://puu.sh/gSmgM/b9e2e4fda2.jpg
There are no healthpacks on last besides this one. Don't you think it could be an issue? Also could you use this door to make a third underground access to the spawn? You could use either a drop down thing, or maybe some kind of ramp, it could be cool.

http://puu.sh/gSmGs/b72a9b674d.jpg
I have trouble to understand a reason a defender would have to go this way. Same for attackers, why would they box themselves up in such a tiny space? If you could add here

http://puu.sh/gSmMO/8ef97d876b.jpg
stairs similar to the other side

http://puu.sh/gSmP6/ea75652986.jpg
it would become a more interesting flank route

http://puu.sh/gSmTa/2f09c21800.jpg
this lobby looks so cool to me and i love how you took care of sniper sightlines!

On second, good job keeping the lamp hiding spots, however you keep adding unreachable roofs that are very frustrating when you discover you cant go on them such as :

http://puu.sh/gSn3I/e6fd395a53.jpg
I mean, if you dont want players to go there, nothing forces you to keep this roofpad there, you can just scrap it. Same for all the roofs in the zone.

http://puu.sh/gSnp2/a3626dacb1.jpg
Very good use of the props i love it

I also love the water shortcut on 2nd holy shit it might actually be viable to sneak through here

http://puu.sh/gSnNH/e714ea4d26.jpg
Very good idea there

http://puu.sh/gSobQ/fa66b85ff5.jpg
The mid looks so good from here like you took care of everything already. I especially love the fact that you can access the high crate from stairs and stuff.

But this area is very questionable to me. Like why would you need so much inside height space there? why did you make the whole zone so high with a clear roof if it is to block access to jumpers?

http://puu.sh/gSoqw/ac49181be7.jpg
A better idea would be to cut down the building to the height of the opposite crate (where i'm standing), make it accessible to jumpers, and if you want put some kind of planks between the crate and the roof to link one side to another. But i love the cracked window idea :p

Overall i like it, but please get rid of roofs nobody can jump up on :p

Ok here are my cents after visiting the map

[img]http://puu.sh/gSmar/5a94954c09.jpg[/img]

I love your background idea! With the work you did on sunshine i have a feeling this could get really pretty

http://puu.sh/gSmgM/b9e2e4fda2.jpg
There are no healthpacks on last besides this one. Don't you think it could be an issue? Also could you use this door to make a third underground access to the spawn? You could use either a drop down thing, or maybe some kind of ramp, it could be cool.

http://puu.sh/gSmGs/b72a9b674d.jpg
I have trouble to understand a reason a defender would have to go this way. Same for attackers, why would they box themselves up in such a tiny space? If you could add here

http://puu.sh/gSmMO/8ef97d876b.jpg
stairs similar to the other side

http://puu.sh/gSmP6/ea75652986.jpg
it would become a more interesting flank route

http://puu.sh/gSmTa/2f09c21800.jpg
this lobby looks so cool to me and i love how you took care of sniper sightlines!

On second, good job keeping the lamp hiding spots, however you keep adding unreachable roofs that are very frustrating when you discover you cant go on them such as :

http://puu.sh/gSn3I/e6fd395a53.jpg
I mean, if you dont want players to go there, nothing forces you to keep this roofpad there, you can just scrap it. Same for all the roofs in the zone.

http://puu.sh/gSnp2/a3626dacb1.jpg
Very good use of the props i love it

I also love the water shortcut on 2nd holy shit it might actually be viable to sneak through here

http://puu.sh/gSnNH/e714ea4d26.jpg
Very good idea there

http://puu.sh/gSobQ/fa66b85ff5.jpg
The mid looks so good from here like you took care of everything already. I especially love the fact that you can access the high crate from stairs and stuff.

But this area is very questionable to me. Like why would you need so much inside height space there? why did you make the whole zone so high with a clear roof if it is to block access to jumpers?

http://puu.sh/gSoqw/ac49181be7.jpg
A better idea would be to cut down the building to the height of the opposite crate (where i'm standing), make it accessible to jumpers, and if you want put some kind of planks between the crate and the roof to link one side to another. But i love the cracked window idea :p


Overall i like it, but please get rid of roofs nobody can jump up on :p
37
#37
0 Frags +

i had hosted a pug or two on this map and a couple issues I have is that. The mid doesn't flow well at all. Theres no where to move after you win mid. You just defend your crates with your life. It doesn't progress. Also. I suggest getting rid of that side door at mid entirely. Its just too close for any real action to happen. You can have your entire team roll out the side door and be directly in their face, no fun. Open up the window in the house at mid, make it equal for spamming opportunities. Either move water back into that warehouse area on second or scrap it. The water is too easy to get into. There are already too many ways to enter second. You have water, top warehouse, storage, warehouse normal door. Its just not feasible to hold everything at once. Im assuming youre making the warehouse area a combo hold. It is really impossible to do this. You have to hold forward to check if anyone goes water. But you can't because as soon as you peak it. You are exposed to two doors you can take spam from. You can essentially lock down the entire area on offence by holding one soldier at each of these doors. Also, storage is just bleh. Your flank have to stay out of that room almost entirely. Because that soldier with height advantage is scary on offense. You sorta just fight outside of it and you can really move forward. At last, as before. Theres too many entrances. When youre holding forward you can't have much control of both doors. You have to split up your combo to actually get anything accomplished which makes a push onto you super easy. We couldnt see how the flank went because the rounds were so quick. There is also no way to get yourself back ontop if youre knocked off. Which during fights can kill momentum. Suggest adding some stairs to eliveate the height advantage. Fix some clip brushes too, too many hiding spots.

tl;dr - the map supports turtiling in its current state. There are too many entrances to watch. GET AGGRESIVE

i had hosted a pug or two on this map and a couple issues I have is that. The mid doesn't flow well at all. Theres no where to move after you win mid. You just defend your crates with your life. It doesn't progress. Also. I suggest getting rid of that side door at mid entirely. Its just too close for any real action to happen. You can have your entire team roll out the side door and be directly in their face, no fun. Open up the window in the house at mid, make it equal for spamming opportunities. Either move water back into that warehouse area on second or scrap it. The water is too easy to get into. There are already too many ways to enter second. You have water, top warehouse, storage, warehouse normal door. Its just not feasible to hold everything at once. Im assuming youre making the warehouse area a combo hold. It is really impossible to do this. You have to hold forward to check if anyone goes water. But you can't because as soon as you peak it. You are exposed to two doors you can take spam from. You can essentially lock down the entire area on offence by holding one soldier at each of these doors. Also, storage is just bleh. Your flank have to stay out of that room almost entirely. Because that soldier with height advantage is scary on offense. You sorta just fight outside of it and you can really move forward. At last, as before. Theres too many entrances. When youre holding forward you can't have much control of both doors. You have to split up your combo to actually get anything accomplished which makes a push onto you super easy. We couldnt see how the flank went because the rounds were so quick. There is also no way to get yourself back ontop if youre knocked off. Which during fights can kill momentum. Suggest adding some stairs to eliveate the height advantage. Fix some clip brushes too, too many hiding spots.

tl;dr - the map supports turtiling in its current state. There are too many entrances to watch. GET AGGRESIVE
38
#38
cp_sunshine, cp_cardinal
5 Frags +

Sadly I can't update OP as it's not my account but here's B2:

cp_harbour_b2

Download: https://dl.dropboxusercontent.com/u/84556731/HARBOUR/cp_harbour_b2.bsp.bz2

And a link to its workshop page as well: http://steamcommunity.com/sharedfiles/filedetails/?id=460890893

It might not be stupendously better, and it still has flaws, but I'm expecting the map to flow better overall. Second and mid have had some pretty big (and TENTATIVE!!!) changes to them, all of which can and probably will be edited and changed in the future. Have an open mind while giving feedback. There are bound to be a few glitches and bugs this version, just calmly present them to me and I'll sort them out. Thanks!

changelog:
removed water, added a valley on second
added a bit of raised ground over second
changed area in front of left choke
various touchups on second
added stairs on last
edited multiple stairs on last from 1:1 to 2:3
changed mid a bit
opened up paths in buildings on mid

Screenshots:

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-13_00001.jpg

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-13_00002.jpg

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-14_00001.jpg

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-13_00004.jpg

https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-13_00005.jpg

Sadly I can't update OP as it's not my account but here's B2:

cp_harbour_b2

Download: https://dl.dropboxusercontent.com/u/84556731/HARBOUR/cp_harbour_b2.bsp.bz2

And a link to its workshop page as well: http://steamcommunity.com/sharedfiles/filedetails/?id=460890893

It might not be stupendously better, and it still has flaws, but I'm expecting the map to flow better overall. Second and mid have had some pretty big (and TENTATIVE!!!) changes to them, all of which can and probably will be edited and changed in the future. Have an open mind while giving feedback. There are bound to be a few glitches and bugs this version, just calmly present them to me and I'll sort them out. Thanks!

changelog:
removed water, added a valley on second
added a bit of raised ground over second
changed area in front of left choke
various touchups on second
added stairs on last
edited multiple stairs on last from 1:1 to 2:3
changed mid a bit
opened up paths in buildings on mid

Screenshots:

[IMG]https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-13_00001.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-13_00002.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-14_00001.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-13_00004.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/84556731/HARBOUR/2015-06-13_00005.jpg[/IMG]
1 2
Please sign in through STEAM to post a comment.