has a cool as heck spire
introducing...
cp_derecho_b4
Completely (or mostly, last hasn't changed much) remade from previous versions! Went through a lot of internal versions, that's why it jumped all the way to b4.
DOWNLOAD - https://dl.dropboxusercontent.com/u/84556731/72hr/cp_derecho_b4.bsp.bz2
Changlog:
- Redetailed at least 90% of the map
- Changed mid around a lot
- Opened up indoor spaces
- Added water to second
- Expanded the skybox
- Added a lot of detail areas
- Clipping by the hundreds
- Streamlined the paths towards last
- Removed a few redundant/unnecessary routes
- Removed ability to access second forward spawn from outside
- Changed spawntimes a tad
- Optimization (and the subsequent lack of it)
- Fun stuff
Screenshots:
https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00001.jpg
https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00002.jpg
https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00003.jpg
https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00005.jpg
https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-20_00004.jpg
https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00010.jpg
cp_derecho_b4
Completely (or mostly, last hasn't changed much) remade from previous versions! Went through a lot of internal versions, that's why it jumped all the way to b4.
DOWNLOAD - https://dl.dropboxusercontent.com/u/84556731/72hr/cp_derecho_b4.bsp.bz2
Changlog:
- Redetailed at least 90% of the map
- Changed mid around a lot
- Opened up indoor spaces
- Added water to second
- Expanded the skybox
- Added a lot of detail areas
- Clipping by the hundreds
- Streamlined the paths towards last
- Removed a few redundant/unnecessary routes
- Removed ability to access second forward spawn from outside
- Changed spawntimes a tad
- Optimization (and the subsequent lack of it)
- Fun stuff
Screenshots:
[img]https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00001.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00002.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00003.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00005.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-20_00004.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00010.jpg[/img]
woah
this is beautiful. reminds me of some sort of tropical snakewater.
this is beautiful. reminds me of some sort of tropical snakewater.
Jumping around on it at the moment, will post some thoughts in a bit!
Alright, I looked around a bit and these are the things i've found:
http://img829.imageshack.us/img829/443/sp0.png
http://i.imgur.com/flRbsrK.jpg
Pretty good hiding spot.
http://img607.imageshack.us/img607/253/j1va.png
This one not so much.
Also found a bug(?)
http://img818.imageshack.us/img818/6054/tf54.png
You can angle stickies through this window to land basically on the point, great for a kritz.
http://img542.imageshack.us/img542/6205/f7o.png
Other than that the map seems fine, the last point seems a little cramped compared to the rest of the map though.
Alright, I looked around a bit and these are the things i've found:
[img]http://img829.imageshack.us/img829/443/sp0.png[/img]
[img]http://i.imgur.com/flRbsrK.jpg[/img]
Pretty good hiding spot.
[img]http://img607.imageshack.us/img607/253/j1va.png[/img]
This one not so much.
Also found a bug(?)
[img]http://img818.imageshack.us/img818/6054/tf54.png[/img]
You can angle stickies through this window to land basically on the point, great for a kritz.
[img]http://img542.imageshack.us/img542/6205/f7o.png[/img]
Other than that the map seems fine, the last point seems a little cramped compared to the rest of the map though.
Is this map still alive? I think it's a serious contender for the next seasons on ETF2L/ESEA
?? ??? ???
?? ??? ???
It's still alive, and one of my main projects at the moment.
However I haven't had any competitive testing at all on this map yet. I've had endless public server testing to iron out glitches and bugs and gameplay quirks but I haven't had enough luck to gather up a comp test.
The only reason it hasn't updated in awhile is because I haven't had the tests I'm looking for, honestly. Although it's probably my fault for not actively asking people to test it, haha.
However I haven't had any competitive testing at all on this map yet. I've had endless public server testing to iron out glitches and bugs and gameplay quirks but I haven't had enough luck to gather up a comp test.
The only reason it hasn't updated in awhile is because I haven't had the tests I'm looking for, honestly. Although it's probably my fault for not actively asking people to test it, haha.
Does the new maps pug group still run, and if you ask nicely then they might do it in invite pugs
DroidsterDoes the new maps pug group still run
Sadly, no.
Sadly, no.
My friends and I took a walk around it and talked about it for about 30-40 minutes.
Some of the things we noticed and had thoughts on were (this is speaking from 6's player perspectives):
-There's a ton of entrances to second. We counted 4, 5 if you want to count the under area that goes up to the far left (from a defender's perspective). There's the main area that leads into the water, the one that leads to the bridge, the one under the bridge, the far left, and the under area to the far left.
-We agreed that losing mid would result in a sure loss of second due to how hard defending second seems to be as there are so many entrances.
-We all thought second was really neat, but would be better off without the under tunnel for the above reasons. We liked how accessible the spire was and where the holding points we decided on felt.
-Mid feels really small and the enclosed house feels like a bad idea due to how the only way to cap it would be to completely push the other team out of the area since being in such a small area guarantees eating a lot of spam.
-A personal gripe I had was how there were a lot of small ammos everywhere, but I saw almost no medium or large ones. Maybe I didn't look hard enough.
-Last feels huge and very hard to hold.
-The rollout was pretty neat, but I'm not sure how mids would play out. I speculated they'd probably be like Snakewater mids where no one really advances until picks are had instead of rotating around. Not necessarily bad, but kind of more of a facetanky mid, I suppose.
-The map looks really nice, but last doesn't feel like it fits into the theme of the rest of the map.
Some of the things we noticed and had thoughts on were (this is speaking from 6's player perspectives):
-There's a ton of entrances to second. We counted 4, 5 if you want to count the under area that goes up to the far left (from a defender's perspective). There's the main area that leads into the water, the one that leads to the bridge, the one under the bridge, the far left, and the under area to the far left.
-We agreed that losing mid would result in a sure loss of second due to how hard defending second seems to be as there are so many entrances.
-We all thought second was really neat, but would be better off without the under tunnel for the above reasons. We liked how accessible the spire was and where the holding points we decided on felt.
-Mid feels really small and the enclosed house feels like a bad idea due to how the only way to cap it would be to completely push the other team out of the area since being in such a small area guarantees eating a lot of spam.
-A personal gripe I had was how there were a lot of small ammos everywhere, but I saw almost no medium or large ones. Maybe I didn't look hard enough.
-Last feels huge and very hard to hold.
-The rollout was pretty neat, but I'm not sure how mids would play out. I speculated they'd probably be like Snakewater mids where no one really advances until picks are had instead of rotating around. Not necessarily bad, but kind of more of a facetanky mid, I suppose.
-The map looks really nice, but last doesn't feel like it fits into the theme of the rest of the map.
hookyDroidsterDoes the new maps pug group still runSadly, no.
i swear mangachu was doing something friday or saturday.
Sadly, no.[/quote]
i swear mangachu was doing something friday or saturday.
only thing i really noticed from new map pugs was:
-Heavy on spire is pretty hard to beat. This was brought up and will probably be fixed.
-There's a demo rollout using lower that's really hard, really fast.
-The last is really really hard to defend.
-Heavy on spire is pretty hard to beat. This was brought up and will probably be fixed.
-There's a demo rollout using lower that's really hard, really fast.
-The last is really really hard to defend.
Bubbahookyi swear mangachu was doing something friday or saturday.DroidsterDoes the new maps pug group still runSadly, no.
gr8stalin revived the original new map pugs group this weekend, and it turned out to be successful. Hopefully we can keep things going for a while.
Sadly, no.[/quote]
i swear mangachu was doing something friday or saturday.[/quote]
gr8stalin revived the original new map pugs group this weekend, and it turned out to be successful. Hopefully we can keep things going for a while.
I can't provide pictures (sorry) but the cap points for middle and second can be capped without standing on the point. On middle if you are on the ledge on the outside of the house you can cap, on second you can cap from behind the barrier on the edge of spire. I don't know if this was intended but it is kinda weird.
DroidsterIs this map still alive? I think it's a serious contender for the next seasons on ETF2L/ESEA
?? ??? ???
I'd love to see that :)
?? ??? ???[/quote]
I'd love to see that :)
the lobby door opens on both the blu and the red side if you open it
http://i.imgur.com/MeWSEmI.jpg
Projectiles can be shot through these holes on the forward spawns. The angle is a bit tricky to get from inbounds, but sticking it up is possible.
Projectiles can be shot through these holes on the forward spawns. The angle is a bit tricky to get from inbounds, but sticking it up is possible.
clips and stuff
The outside trim's bad clipping extends all the way along it it seems
https://dl.dropboxusercontent.com/u/1811521/trim2.jpg
You can stand on these places too
https://dl.dropboxusercontent.com/u/1811521/clips.jpg (the slope is walkable)
https://dl.dropboxusercontent.com/u/1811521/sign.jpg really shitty one because it's on a primary choke
you can put stickies through these and the explosion goes right through them
https://dl.dropboxusercontent.com/u/1811521/bombs.jpg
pls revive this map and fix things like having 1:1 ramps in some places. I (personally) like it more than sunshine and want to play it outside of map tests :(
The outside trim's bad clipping extends all the way along it it seems
https://dl.dropboxusercontent.com/u/1811521/trim2.jpg
You can stand on these places too
https://dl.dropboxusercontent.com/u/1811521/clips.jpg (the slope is walkable)
https://dl.dropboxusercontent.com/u/1811521/sign.jpg really shitty one because it's on a primary choke
you can put stickies through these and the explosion goes right through them
https://dl.dropboxusercontent.com/u/1811521/bombs.jpg
pls revive this map and fix things like having 1:1 ramps in some places. I (personally) like it more than sunshine and want to play it outside of map tests :(
Think you can fix the textures on this thing or just remove it completely? I mean I personally don't see the point in it and the texture issue bugs me more then it should.
http://i.imgur.com/uPmykDH.jpg
http://i.imgur.com/9zAa7m0.jpg
[img]http://i.imgur.com/uPmykDH.jpg[/img]
[img]http://i.imgur.com/9zAa7m0.jpg[/img]
[img]http://i.imgur.com/vn7l0rZ.jpg[/img]
[img]http://i.imgur.com/Q3Hrc95.jpg[/img]
1. has this map actually been tested the last few weeks? feels like it, otherwise there wouldn't have been these two posts. if so, where? what was the consensus of any such tests? thanks.
2. yeah, most if not all of those things i have written down in a little notepad file on my computer saved to the same folder as the map. i've been planning to update it sometime but the map never really went anywhere and i didn't feel that people liked it so i stopped. is it worth taking the time updating the map? will people play it at all? i hope so!
- - -
3. i really hate hate HATE bringing my personal life into all this but i've been going through shit (mental+psychological problems) the past month and even if i wanted to update this (or sunshine or edifice etc etc) i don't have nearly enough willpower or time. i don't have any estimate to when i'll get back to mapping. january? february? i don't know. i might quit mapping completely and just give these projects to someone else because i haven't opened the sdk in weeks and i don't have the hours anymore to sink into these things. my mind's kinda lost on other things and i have lots lots more to worry about so idk man.
i don't want to bring everybody's mood down but hey that's what it's come to. if you guys are still interested in this map, or sunshine for that matter, please do something with them that might get good feedback when/if i start mapping again. i don't know how the leagues do it nowadays but if one of these things made it into one of their rotations that would be cool, + maybe give me some incentive to come back and work on it some more. that feels like a pipe dream but maybe it's possible.
i mean hey, as long as there is another mapper willing to help make these i'll gladly give you the .vmfs and project files so you can update them if i can't. idk where i'll be going but hey someone's going to take back control of these projects eventually. just might not be me.
cheers,
Jaycie (phi)
2. yeah, most if not all of those things i have written down in a little notepad file on my computer saved to the same folder as the map. i've been planning to update it sometime but the map never really went anywhere and i didn't feel that people liked it so i stopped. is it worth taking the time updating the map? will people play it at all? i hope so![/size]
- - -
3. i really hate hate HATE bringing my personal life into all this but i've been going through shit (mental+psychological problems) the past month and even if i wanted to update this (or sunshine or edifice etc etc) i don't have nearly enough willpower or time. i don't have any estimate to when i'll get back to mapping. january? february? i don't know. i might quit mapping completely and just give these projects to someone else because i haven't opened the sdk in weeks and i don't have the hours anymore to sink into these things. my mind's kinda lost on other things and i have lots lots more to worry about so idk man.
i don't want to bring everybody's mood down but hey that's what it's come to. if you guys are still interested in this map, or sunshine for that matter, please do something with them that might get good feedback when/if i start mapping again. i don't know how the leagues do it nowadays but if one of these things made it into one of their rotations that would be cool, + maybe give me some incentive to come back and work on it some more. that feels like a pipe dream but maybe it's possible.
i mean hey, as long as there is another mapper willing to help make these i'll gladly give you the .vmfs and project files so you can update them if i can't. idk where i'll be going but hey someone's going to take back control of these projects eventually. just might not be me.
cheers,
Jaycie (phi)
Hey Phi, we've only pugged on sunshine once, way back when, but I'm hoping what I'm about to say will have meaning.
People want to see your maps succeed; that's why they're commenting on it. Good or bad criticism.
If you aren't feeling it, don't worry about it. Your own personal problems come first. If you want to pass it along to someone else, that's one thing, but I don't think anyone here wants to rush you, especially if you have things going on.
Feel better, I know we're all rooting for you to get through. Take your time.
People want to see your maps succeed; that's why they're commenting on it. Good or bad criticism.
If you aren't feeling it, don't worry about it. Your own personal problems come first. If you want to pass it along to someone else, that's one thing, but I don't think anyone here wants to rush you, especially if you have things going on.
Feel better, I know we're all rooting for you to get through. Take your time.
The reason I commented is because I saw it was going to be used in the Preseason for UGC 6v6 and I think it's a great looking map. I personally love the map.
file:///Users/Connor/Desktop/2014-01-14_00001.jpg
This is just one small thing I noticed. This ramp feels like it collides with that door. It's nothing huge, but it just feels kind of awkward.
Also I would like to see the entrances to mid changed a little bit. The big door and flank are both really close to each other. Choosing which door you enter mid doesn't give much of a tactical advantage or change in height at all. It would would be nice to see a little bit more variety in how to enter mid. Still, this is just an opinion and further testing might prove me wrong.
This is just one small thing I noticed. This ramp feels like it collides with that door. It's nothing huge, but it just feels kind of awkward.
Also I would like to see the entrances to mid changed a little bit. The big door and flank are both really close to each other. Choosing which door you enter mid doesn't give much of a tactical advantage or change in height at all. It would would be nice to see a little bit more variety in how to enter mid. Still, this is just an opinion and further testing might prove me wrong.