Download The Latest Version (A2): https://www.dropbox.com/s/yfp52dpoe57gxbd/cp_theatre_a2.bsp
The lighting, reflections, and visuals are off because I did a fast compiling of the map. I should have a normal compiling soon.
The objective of this map is to make half of it very broad and open and half of it enclosed in order to cater to teams that may prefer one to the other. Along with that, I kept it simple, you have the ground level and you have props, hills, and buildings for height. From comparison and feedback this map should play much like granary.
Screens:
Mid:
Simplified the ramps as they cluttered mid a bit
http://i.imgur.com/xGQ5VON.jpg
second:
Fixed sniper sightline. Hard to tell from the picture but there is glass to the right of the point and broken glass to the left to keep that side more open
http://i.imgur.com/5Wug8Sl.jpg
Got rid of the shutter door and replace with a choke
http://i.imgur.com/OdY0F6S.jpg
Last:
http://i.imgur.com/PuVZoms.jpg
http://i.imgur.com/eaAguBz.jpg
[b]Download The Latest Version (A2):[/b] https://www.dropbox.com/s/yfp52dpoe57gxbd/cp_theatre_a2.bsp
[b]The lighting, reflections, and visuals are off because I did a fast compiling of the map. I should have a normal compiling soon.[/b]
The objective of this map is to make half of it very broad and open and half of it enclosed in order to cater to teams that may prefer one to the other. Along with that, I kept it simple, you have the ground level and you have props, hills, and buildings for height. From comparison and feedback this map should play much like granary.
Screens:
Mid:
Simplified the ramps as they cluttered mid a bit
[img]http://i.imgur.com/xGQ5VON.jpg[/img]
second:
Fixed sniper sightline. Hard to tell from the picture but there is glass to the right of the point and broken glass to the left to keep that side more open
[img]http://i.imgur.com/5Wug8Sl.jpg[/img]
Got rid of the shutter door and replace with a choke
[img]http://i.imgur.com/OdY0F6S.jpg[/img]
Last:
[img]http://i.imgur.com/PuVZoms.jpg[/img]
[img]http://i.imgur.com/eaAguBz.jpg[/img]
looks interesting, especially 2nd
looks interesting, especially 2nd
this looks interesting, although the third screenshot looks really bare, flat and open; as well as much of the map, maybe go more variable with displacements for the ground idk that might be against what you're trying to do (the map overall seems pretty cool though)
i don't know if having the points on those little raised platforms will do good for splash damage/easy manouvering around the point
also be warned that soldiers will use/exploit that water to make huge rocket jumps out of it
i will download and run around in it to give better feedback
this looks interesting, although the third screenshot looks really bare, flat and open; as well as much of the map, maybe go more variable with displacements for the ground idk that might be against what you're trying to do (the map overall seems pretty cool though)
i don't know if having the points on those little raised platforms will do good for splash damage/easy manouvering around the point
also be warned that soldiers will use/exploit that water to make huge rocket jumps out of it
i will download and run around in it to give better feedback
Correct me if I'm wrong, but wouldn't the water allow you to superjump? Seems kind of unbalanced in that regard.
Correct me if I'm wrong, but wouldn't the water allow you to superjump? Seems kind of unbalanced in that regard.
The water is not deep enough to super jump when I tested it but I could be wrong. I'm not very satisfied with last point or how the points are displayed but I will more than likely change it in future updates.
The water is not deep enough to super jump when I tested it but I could be wrong. I'm not very satisfied with last point or how the points are displayed but I will more than likely change it in future updates.
Kinda reminds me of an oldschool QWTF map for some reason. Gonna check this out!
Kinda reminds me of an oldschool QWTF map for some reason. Gonna check this out!
I don't really like the amount of shutter doors there are, it makes the map feel split up and will make pushes harder.
I don't really like the amount of shutter doors there are, it makes the map feel split up and will make pushes harder.
I like the way it looks so far, I'm assuming you sorted the leak issue. I do agree with Phi about second. I'm not on my computer to check but it'd surprise me if there wasn't a silly stightline or two in it. I think people that like granary will enjoy this map, though. Very flat in certain spots.
I like the way it looks so far, I'm assuming you sorted the leak issue. I do agree with Phi about second. I'm not on my computer to check but it'd surprise me if there wasn't a silly stightline or two in it. I think people that like granary will enjoy this map, though. Very flat in certain spots.
Those elevated points look like a splash damage worst nightmare. The rest looks cool
Those elevated points look like a splash damage worst nightmare. The rest looks cool
A2 is out!
Changelog:
-Simplified the ramps as they cluttered mid a bit
-Fixed sniper sightline on second
-Got rid of the shutter door and replace with a choke
-fixed some brushes and textures
-still too lazy to fix the sign so it says "THEATRE" instead of "THE"
download: https://www.dropbox.com/s/yfp52dpoe57gxbd/cp_theatre_a2.bsp
A2 is out!
Changelog:
-Simplified the ramps as they cluttered mid a bit
-Fixed sniper sightline on second
-Got rid of the shutter door and replace with a choke
-fixed some brushes and textures
-still too lazy to fix the sign so it says "THEATRE" instead of "THE"
download: https://www.dropbox.com/s/yfp52dpoe57gxbd/cp_theatre_a2.bsp
Okay. I ran around. I noticed a few things that you should probably fix before this can get decent tests. I have no screenshots, so I will try to describe it the best I can.
1. The entire map renders at once, due to you not compiling with full vvis. You should absolutely recompile with vvis on, as it lags my computer to even run this much at once. Nothing is optimized at all due to this, so you should probably fix that.
2. Another thing is that on last, a demo can stand in either spawn door, even NEXT to the resupply cabinet, and directly spam stickies ONTO point. Put some sort of blocking area/zone/wall, something... no map in the ESEA rotation lets this happen, for good reason. Moving on...
3. The glass that you use doesn't look like it even exists from a distance, which is very, very confusing, especially in that entrance into last. I tried jumping through it numerous times as soldier before I realized it was actually glass and not an invisible wall.
4. I don't think you need the two shutter doors on the glass entrance into last either, makes it difficult to push in without immediately using über, guaranteed.
5. The right entrance to last (relative to initial spawns) seems much too open and doesn't seem like it would provide enough of a buffer between last and lobby.
6. The stair models in lobby are much too small, as well. Those were made for 2fort, just make your own brush-based stairs, at least three times thicker than those to provide for more traffic and a better flow.
7. Having second face towards last, not towards mid or just perpendicular to the line of the points seems counter intuitive, and feels like it breaks the flow of the map, particularly when pushing from mid to second. It's not the best fighting ground, and definitely feels like you're fighting over the ground in front of the point instead of the point itself.
8. Also stop using models for stairs. That weird double-model staircase on the left entrance to mid could easily be made with brushes, and made to fit exactly the space you desire.
9. The curved ramp down on the left side of mid is also odd, feels like it is cumbersome and could be easily replaced with a more efficient layout.
10. Mid also feels flat, and there are no entrances onto mid from second that would provide the attacking team the height advantage they would need to push that raised point. Either add an upper entrance like Granary has, or lower the point to ground level to null out the huge height advantage that mid gives to whomever's holding it.
11. There's also a couple sight lines on the map, one on the dirt path from second to mid, one in the sewer to last, one on mid. I can't take pictures right now, but whenever I can I'll try to. No guarantee anytime soon, though.
12. All in all, the map feels flat, which isn't necessarily a bad thing (Granary is pretty flat) although it lacks the interesting height variation that Granary has. Play around with displacements and more complicated routes, but don't go crazy, and try to make what you've got a bit smaller (especially mid.)
Seems like a decent start, like to see where you go with this.
Okay. I ran around. I noticed a few things that you should probably fix before this can get decent tests. I have no screenshots, so I will try to describe it the best I can.
1. The entire map renders at once, due to you not compiling with full vvis. You should [b]absolutely[/b] recompile with vvis on, as it lags my computer to even run this much at once. Nothing is optimized at all due to this, so you should probably fix that.
2. Another thing is that on last, a demo can stand in either spawn door, even NEXT to the resupply cabinet, and directly spam stickies ONTO point. Put some sort of blocking area/zone/wall, something... no map in the ESEA rotation lets this happen, for good reason. Moving on...
3. The glass that you use doesn't look like it even exists from a distance, which is very, very confusing, especially in that entrance into last. I tried jumping through it numerous times as soldier before I realized it was actually glass and not an invisible wall.
4. I don't think you need the two shutter doors on the glass entrance into last either, makes it difficult to push in without immediately using über, guaranteed.
5. The right entrance to last (relative to initial spawns) seems much too open and doesn't seem like it would provide enough of a buffer between last and lobby.
6. The stair models in lobby are much too small, as well. Those were made for 2fort, just make your own brush-based stairs, at least three times thicker than those to provide for more traffic and a better flow.
7. Having second face [i]towards[/i] last, not towards mid or just perpendicular to the line of the points seems counter intuitive, and feels like it breaks the flow of the map, particularly when pushing from mid to second. It's not the best fighting ground, and definitely feels like you're fighting over the ground in front of the point instead of the point itself.
8. Also stop using models for stairs. That weird double-model staircase on the left entrance to mid could easily be made with brushes, and made to fit exactly the space you desire.
9. The curved ramp down on the left side of mid is also odd, feels like it is cumbersome and could be easily replaced with a more efficient layout.
10. Mid also feels flat, and there are no entrances onto mid from second that would provide the attacking team the height advantage they would need to push that raised point. Either add an upper entrance like Granary has, or lower the point to ground level to null out the huge height advantage that mid gives to whomever's holding it.
11. There's also a couple sight lines on the map, one on the dirt path from second to mid, one in the sewer to last, one on mid. I can't take pictures right now, but whenever I can I'll try to. No guarantee anytime soon, though.
12. All in all, the map feels flat, which isn't [i]necessarily[/i] a bad thing (Granary is pretty flat) although it lacks the interesting height variation that Granary has. Play around with displacements and more complicated routes, but don't go crazy, and try to make what you've got a bit smaller (especially mid.)
Seems like a decent start, like to see where you go with this.
1. I feel like mid and 2nd are too close together. I get that you're going for a half open half closed map design, but the dirt path from second to mid is essentially one big sightline that you can cover from the shutter door to the left and the dropdown if you back up.
2. Last seems really busy. The double shutter door hallway that goes to last just seems kind of gimmicky. I get where you're going with that, but it just seems out of place. The valves on last's point itself are good for aesthetics but it's just something to get your player model stuck on. The spawn seems way too close to last, and there's really nothing stopping people from just peeking out of the resup, spamming last, going to the cabinet, and repeating. It works on maps like badlands because there's something blocking last from the resup.
3. The map seems really narrow too. That may just be because the border of the map is just a gray wall, but looking at it aerially it just seems really thin and chokey.
I think the map has potential though. I really like the slanted buildings with the sheet metal roofs, they'll be really useful for forward holds.
1. I feel like mid and 2nd are too close together. I get that you're going for a half open half closed map design, but the dirt path from second to mid is essentially one big sightline that you can cover from the shutter door to the left and the dropdown if you back up.
2. Last seems really busy. The double shutter door hallway that goes to last just seems kind of gimmicky. I get where you're going with that, but it just seems out of place. The valves on last's point itself are good for aesthetics but it's just something to get your player model stuck on. The spawn seems way too close to last, and there's really nothing stopping people from just peeking out of the resup, spamming last, going to the cabinet, and repeating. It works on maps like badlands because there's something blocking last from the resup.
3. The map seems really narrow too. That may just be because the border of the map is just a gray wall, but looking at it aerially it just seems really thin and chokey.
I think the map has potential though. I really like the slanted buildings with the sheet metal roofs, they'll be really useful for forward holds.