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cp_intermodal (5CP)
31
#31
3 Frags +

Alpha 14 is here! I got a lot of great feedback from the new map PUG, and so there are some pretty big changes... Get it here!

Changelog:
A13-A14
-Re-designed last; the last control point is now only one container high and is placed logically, between two spawn doors. There are three entrances to last still; the two shutters are the same. The other exit has now been raised to a level above the control point for better pushing, but it takes a bit longer to get there and it doesn't have line of sight to the point to balance it.
-Moved the healthkit in yard to a more logical place
-Added paint splotches undearneath health/ammo
-Fixed fences clipping through walls
-Fixed some of the weird nodraw errors
-Block bullets'd more stuff
-Raised the entire middle control point/trains up to the level of the height advantage was before to prevent easy demo man spamming
-Removed the upper door that came out on patio at mid and replaced it by moving the shutter there
-Added a door that closes on the awning once mid is captured
-Moved the 2nd control point to the top of fort
-Made the catwalk a lot smaller
-Moved 2nd forward spawns closer to last
New screenshots:
Mid:

http://i.imgur.com/ZEYtzPSh.jpg

http://i.imgur.com/ZWWMommh.jpg

2nd/Yard:

http://i.imgur.com/y17cRrlh.jpg

http://i.imgur.com/3RRmtcZh.jpg

Lobby (unchanged old 2nd)

http://i.imgur.com/53sMykkh.jpg

Last:

http://i.imgur.com/z5fcxtWh.jpg

http://i.imgur.com/glqovp9h.jpg

Looking forward to PUGGin' this new one!

Alpha 14 is here! I got a lot of great feedback from the new map PUG, and so there are some pretty big changes... [url=http://www.mediafire.com/download/uw5h6fxdffigxfy/cp_intermodel_a14.bsp]Get it here![/url]

Changelog:
A13-A14
-Re-designed last; the last control point is now only one container high and is placed logically, between two spawn doors. There are three entrances to last still; the two shutters are the same. The other exit has now been raised to a level above the control point for better pushing, but it takes a bit longer to get there and it doesn't have line of sight to the point to balance it.
-Moved the healthkit in yard to a more logical place
-Added paint splotches undearneath health/ammo
-Fixed fences clipping through walls
-Fixed some of the weird nodraw errors
-Block bullets'd more stuff
-Raised the entire middle control point/trains up to the level of the height advantage was before to prevent easy demo man spamming
-Removed the upper door that came out on patio at mid and replaced it by moving the shutter there
-Added a door that closes on the awning once mid is captured
-Moved the 2nd control point to the top of fort
-Made the catwalk a lot smaller
-Moved 2nd forward spawns closer to last
New screenshots:
Mid:
[img]http://i.imgur.com/ZEYtzPSh.jpg[/img]
[img]http://i.imgur.com/ZWWMommh.jpg[/img]

2nd/Yard:
[img]http://i.imgur.com/y17cRrlh.jpg[/img]
[img]http://i.imgur.com/3RRmtcZh.jpg[/img]

Lobby (unchanged old 2nd)
[img]http://i.imgur.com/53sMykkh.jpg[/img]

Last:
[img]http://i.imgur.com/z5fcxtWh.jpg[/img]
[img]http://i.imgur.com/glqovp9h.jpg[/img]

Looking forward to PUGGin' this new one!
32
#32
1 Frags +

Major bugs:

http://i44.tinypic.com/2du0dop.jpg

http://i42.tinypic.com/23hlvn8.jpg

http://i42.tinypic.com/2hcpc03.jpg

http://i41.tinypic.com/153wk1g.jpg

http://i43.tinypic.com/2lapug5.jpg

http://i41.tinypic.com/20s6aa8.jpg

Minor bugs:

http://i41.tinypic.com/zlsyv9.jpg

http://i42.tinypic.com/rlhxjb.jpg

Major bugs:
[img]http://i44.tinypic.com/2du0dop.jpg[/img]
[img]http://i42.tinypic.com/23hlvn8.jpg[/img]
[img]http://i42.tinypic.com/2hcpc03.jpg[/img]
[img]http://i41.tinypic.com/153wk1g.jpg[/img]
[img]http://i43.tinypic.com/2lapug5.jpg[/img]
[img]http://i41.tinypic.com/20s6aa8.jpg[/img]

Minor bugs:
[img]http://i41.tinypic.com/zlsyv9.jpg[/img]
[img]http://i42.tinypic.com/rlhxjb.jpg[/img]
33
#33
1 Frags +

Yeah, there was a lot of playerclip issues going on when I re-did last. Fixed for next version.

Yeah, there was a lot of playerclip issues going on when I re-did last. Fixed for next version.
34
#34
0 Frags +

I saw you play this with Yurwill and the dedoris crew.
I don't know the changes you made since then, but there are so. many. pathways.
And so many narrow pathways, and the rooms themselves are very....seems like you just placed a box and made random exit pathways. Hectic, all in all.

I'll have to jump around on it though.

I saw you play this with Yurwill and the dedoris crew.
I don't know the changes you made since then, but there are so. many. pathways.
And so many narrow pathways, and the rooms themselves are very....seems like you just placed a box and made random exit pathways. Hectic, all in all.

I'll have to jump around on it though.
35
#35
1 Frags +

Yurwill played with us the other night on a12, I think. Before that he hadn't seen anything since around a6 or a7, and your description sounds pretty accurate. It's gotten better, I hope.

Yurwill played with us the other night on a12, I think. Before that he hadn't seen anything since around a6 or a7, and your description sounds pretty accurate. It's gotten better, I hope.
36
#36
4 Frags +

Alpha 15 is here!

Download: ALPHA15
Changelog:
-Mid opened underneath; the "death pit" has a route up to the shutter door, and the health got moved into house.
-Crates at mid became only 1 high, and a ramp from shutter was added onto the crate. There is also a ramp from upper house to the container.
-2nd completely changed; yard got longer, has cover, and new routes to push onto the point. Hopefully this version of 2nd will work a lot better.
-2nd forward spawn (when pushing last) moved to the enemy's side of mid in a logical place.
-Lobby at 2nd got opened up to connect to pantry, and now there's only one door on the right side by pantry.
-Removed hanging crate at last.
-Removed crates and fixed a "deathpit" at lsat.

New screenshots:
Mid:

http://i.imgur.com/nd0Ccjph.jpg

http://i.imgur.com/cYLJN3Xh.jpg

http://i.imgur.com/cl2ZykOh.jpg

2nd:

http://i.imgur.com/1SUgsWHh.jpg

http://i.imgur.com/21MBp7Uh.jpg

House:

http://i.imgur.com/Gji4MGbh.jpg

New route from shutter to 2nd:

http://i.imgur.com/OR3e7vCh.jpg

Lobby:

http://i.imgur.com/UuwOPSMh.jpg

Last:

http://i.imgur.com/dmStAcFh.jpg

http://i.imgur.com/gAJWFGJh.jpg

http://i.imgur.com/Ad9pRpNh.jpg

Alpha 15 is here!

Download: [url=http://www.mediafire.com/download/egjesbf7l1h0rua/cp_intermodel_a15.bsp]ALPHA15[/url]
Changelog:
-Mid opened underneath; the "death pit" has a route up to the shutter door, and the health got moved into house.
-Crates at mid became only 1 high, and a ramp from shutter was added onto the crate. There is also a ramp from upper house to the container.
-2nd completely changed; yard got longer, has cover, and new routes to push onto the point. Hopefully this version of 2nd will work a lot better.
-2nd forward spawn (when pushing last) moved to the enemy's side of mid in a logical place.
-Lobby at 2nd got opened up to connect to pantry, and now there's only one door on the right side by pantry.
-Removed hanging crate at last.
-Removed crates and fixed a "deathpit" at lsat.

New screenshots:
Mid:
[img]http://i.imgur.com/nd0Ccjph.jpg[/img]
[img]http://i.imgur.com/cYLJN3Xh.jpg[/img]
[img]http://i.imgur.com/cl2ZykOh.jpg[/img]

2nd:
[img]http://i.imgur.com/1SUgsWHh.jpg[/img]
[img]http://i.imgur.com/21MBp7Uh.jpg[/img]

House:
[img]http://i.imgur.com/Gji4MGbh.jpg[/img]

New route from shutter to 2nd:
[img]http://i.imgur.com/OR3e7vCh.jpg[/img]

Lobby:
[img]http://i.imgur.com/UuwOPSMh.jpg[/img]

Last:
[img]http://i.imgur.com/dmStAcFh.jpg[/img]
[img]http://i.imgur.com/gAJWFGJh.jpg[/img]
[img]http://i.imgur.com/Ad9pRpNh.jpg[/img]
37
#37
-3 Frags +
HyceAlpha 15 is here!

Download: ALPHA15
Changelog:
-Mid opened underneath; the "death pit" has a route up to the shutter door, and the health got moved into house.
-Crates at mid became only 1 high, and a ramp from shutter was added onto the crate. There is also a ramp from upper house to the container.
-2nd completely changed; yard got longer, has cover, and new routes to push onto the point. Hopefully this version of 2nd will work a lot better.
-2nd forward spawn (when pushing last) moved to the enemy's side of mid in a logical place.
-Lobby at 2nd got opened up to connect to pantry, and now there's only one door on the right side by pantry.
-Removed hanging crate at last.
-Removed crates and fixed a "deathpit" at lsat.

New screenshots:
Mid:
http://i.imgur.com/nd0Ccjph.jpg
http://i.imgur.com/cYLJN3Xh.jpg
http://i.imgur.com/cl2ZykOh.jpg

2nd:
http://i.imgur.com/1SUgsWHh.jpg
http://i.imgur.com/21MBp7Uh.jpg

House:
http://i.imgur.com/Gji4MGbh.jpg

New route from shutter to 2nd:
http://i.imgur.com/OR3e7vCh.jpg

Lobby:
http://i.imgur.com/UuwOPSMh.jpg

Last:
http://i.imgur.com/dmStAcFh.jpg
http://i.imgur.com/gAJWFGJh.jpg
http://i.imgur.com/Ad9pRpNh.jpg

let's pug this tonight

[quote=Hyce]Alpha 15 is here!

Download: [url=http://www.mediafire.com/download/egjesbf7l1h0rua/cp_intermodel_a15.bsp]ALPHA15[/url]
Changelog:
-Mid opened underneath; the "death pit" has a route up to the shutter door, and the health got moved into house.
-Crates at mid became only 1 high, and a ramp from shutter was added onto the crate. There is also a ramp from upper house to the container.
-2nd completely changed; yard got longer, has cover, and new routes to push onto the point. Hopefully this version of 2nd will work a lot better.
-2nd forward spawn (when pushing last) moved to the enemy's side of mid in a logical place.
-Lobby at 2nd got opened up to connect to pantry, and now there's only one door on the right side by pantry.
-Removed hanging crate at last.
-Removed crates and fixed a "deathpit" at lsat.

New screenshots:
Mid:
[img]http://i.imgur.com/nd0Ccjph.jpg[/img]
[img]http://i.imgur.com/cYLJN3Xh.jpg[/img]
[img]http://i.imgur.com/cl2ZykOh.jpg[/img]

2nd:
[img]http://i.imgur.com/1SUgsWHh.jpg[/img]
[img]http://i.imgur.com/21MBp7Uh.jpg[/img]

House:
[img]http://i.imgur.com/Gji4MGbh.jpg[/img]

New route from shutter to 2nd:
[img]http://i.imgur.com/OR3e7vCh.jpg[/img]

Lobby:
[img]http://i.imgur.com/UuwOPSMh.jpg[/img]

Last:
[img]http://i.imgur.com/dmStAcFh.jpg[/img]
[img]http://i.imgur.com/gAJWFGJh.jpg[/img]
[img]http://i.imgur.com/Ad9pRpNh.jpg[/img][/quote]
let's pug this tonight
38
#38
6 Frags +

did you really need to quote the whole thing

or at all

did you really need to quote the whole thing

or at all
39
#39
3 Frags +
hookydid you really need to quote the whole thing

or at all

sorry, didn't need to

[quote=hooky]did you really need to quote the whole thing

or at all[/quote]
sorry, didn't need to
40
#40
4 Frags +

You either put a ramp/staircase here

http://i43.tinypic.com/25a13cp.jpg

Or connect these two areas (imo is better)

http://i40.tinypic.com/fbgch.jpg

http://i40.tinypic.com/121ylbk.jpg

A gap for landing in the opening above the middle exit in the last cp is also viable, since any class that fall down will take fall damage (without using double jumps or explosion knockback)

http://i42.tinypic.com/ipvdip.jpg

I would put a small medkit here

http://i43.tinypic.com/20j0iva.jpg

Also I kind of miss medium ammo crates in the map, maybe this area is a good spot for one

http://i42.tinypic.com/2zpnyub.jpg

In comparison between this version and a14, the map looks much better, though some paths still need to be worked on. Btw, remember to fix the textures on some walls and props (which I think you will do). Can't wait for the final result :D

You either put a ramp/staircase here
[img]http://i43.tinypic.com/25a13cp.jpg[/img]
Or connect these two areas (imo is better)
[img]http://i40.tinypic.com/fbgch.jpg[/img]
[img]http://i40.tinypic.com/121ylbk.jpg[/img]

A gap for landing in the opening above the middle exit in the last cp is also viable, since any class that fall down will take fall damage (without using double jumps or explosion knockback)
[img]http://i42.tinypic.com/ipvdip.jpg[/img]

I would put a small medkit here
[img]http://i43.tinypic.com/20j0iva.jpg[/img]

Also I kind of miss medium ammo crates in the map, maybe this area is a good spot for one
[img]http://i42.tinypic.com/2zpnyub.jpg[/img]

In comparison between this version and a14, the map looks much better, though some paths still need to be worked on. Btw, remember to fix the textures on some walls and props (which I think you will do). Can't wait for the final result :D
41
#41
0 Frags +

Going to stream me working on A16 in just a moment here, if you want to watch/give ideas as I'm making the map or see what's going on, join the stream at twitch.tv/hyce777

Going to stream me working on A16 in just a moment here, if you want to watch/give ideas as I'm making the map or see what's going on, join the stream at [url=http://www.twitch.tv/hyce777]twitch.tv/hyce777[/url]
42
#42
3 Frags +

Alpha 16 is here!

Download: Get it here

Changelog
A15-A16
-Completely re-worked the transitions between mid and 2nd; there is now a left, right, and main door for each. Main is a shutter, on the lower part of mid. The right door (2nd-mid) is on high ground, the left door is mid ground.
-Changed doors at second so that there is one large door that will hopefully be easier to contest 2nd out of when pushing from last.
-Adjusted respawn times, hopefully no one will have a 26 second respawn time...
-Added a ramp on the containers at last, and a big ugly gray block to block sightlines.
-Added a small healthkit under mid, added a small health and medium ammo at each last, and changed some small ammos to medium ammos.

Screenshots!

Mid:

http://i.imgur.com/FoIS1ao.jpg

http://i.imgur.com/n1apxG6.jpg

http://i.imgur.com/9oiljlQ.jpg

Transitions from mid-2nd; Main:

http://i.imgur.com/NOsKmoX.jpg

High/generator room

http://i.imgur.com/DsAqiAh.jpg

2nd:

http://i.imgur.com/xnnH5ub.jpg

http://i.imgur.com/7C44nLx.jpg

Overview

http://i.imgur.com/hMGwLLC.jpg

[b]Alpha 16 is here![/b]

Download: [url=http://www.mediafire.com/download/0nktut0tyn1acp7/cp_intermodel_a16.bsp]Get it here[/url]

Changelog
A15-A16
-Completely re-worked the transitions between mid and 2nd; there is now a left, right, and main door for each. Main is a shutter, on the lower part of mid. The right door (2nd-mid) is on high ground, the left door is mid ground.
-Changed doors at second so that there is one large door that will hopefully be easier to contest 2nd out of when pushing from last.
-Adjusted respawn times, hopefully no one will have a 26 second respawn time...
-Added a ramp on the containers at last, and a big ugly gray block to block sightlines.
-Added a small healthkit under mid, added a small health and medium ammo at each last, and changed some small ammos to medium ammos.

Screenshots!

Mid: [img]http://i.imgur.com/FoIS1ao.jpg[/img]
[img]http://i.imgur.com/n1apxG6.jpg[/img]
[img]http://i.imgur.com/9oiljlQ.jpg[/img]

Transitions from mid-2nd; Main:
[img]http://i.imgur.com/NOsKmoX.jpg[/img]

High/generator room
[img]http://i.imgur.com/DsAqiAh.jpg[/img]

2nd:
[img]http://i.imgur.com/xnnH5ub.jpg[/img]
[img]http://i.imgur.com/7C44nLx.jpg[/img]

Overview
[img]http://i.imgur.com/hMGwLLC.jpg[/img]
43
#43
1 Frags +

Bumpitty bump bump... Got a little bit of helpful feedback from the new maps pug, alpha 17 will be coming along shortly. I want to go beta but there's always 9,000 more things to do. I will be adding some detailing (i.e. ground/terrain) to make the map feel less flat and lame as I do some of this work.

Bumpitty bump bump... Got a little bit of helpful feedback from the new maps pug, alpha 17 will be coming along shortly. I want to go beta but there's always 9,000 more things to do. I will be adding some detailing (i.e. ground/terrain) to make the map feel less flat and lame as I do some of this work.
44
#44
2 Frags +

Alpha 17 is here!

Download

Changelog:
A16-A17
-Fixed clipping on shutter rails so that you cannot stand on them
-Raised ceiling outside of first forward spawns (the ones you get after capping mid) to allow soldiers to jump out more easily
-Added a light under mid
-Re-did parts of mid, soldiers now have to jump onto the containers to get height advantage- there are no ways onto the containers otherwise. On the left side there is now just a big displacement ramp up until the bridge.
-Fixed literally a billion sightlines
-Re-arranged the yard at second to fix sightlines and make it less open. Added displacement ground (terrain) at 2nd to make it feel less open and flat.
-Added a bunch of props in the warehouse between last and 2nd (lobby) so it feels less open.
-Made the map feel less open in general.
-Added health in the generator transition.
-Changed the upper route at last and fixed sightlines at last by adding signal bridges, signal tower, and more buildings and props.
-There's probably more but that's what screenshots and playing the map is for

Screenshots:
MID

http://i.imgur.com/PcjG5Hch.jpg

http://i.imgur.com/QXaMfTDh.jpg

http://i.imgur.com/Be5wJUvh.jpg

2ND

http://i.imgur.com/318wghYh.jpg

http://i.imgur.com/hZdAFNBh.jpg

http://i.imgur.com/CaEsMYGh.jpg

LAST

http://i.imgur.com/5vwcmKwh.jpg

http://i.imgur.com/ugAnsuUh.jpg

http://i.imgur.com/j4j1gDEh.jpg

TRANSITIONS
Lobby

http://i.imgur.com/LpP9z1Rh.jpg

http://i.imgur.com/gDB9SyQh.jpg

Upper (last)

http://i.imgur.com/FcQq6hoh.jpg

TOP DOWN

http://i.imgur.com/fRe5Bflh.jpg

I'll be uploading videos addressing snipers and the demo rollout soon.

Thanks!
Hyce

Alpha 17 is here!

[url=http://www.mediafire.com/download/9q4b1f694ifk51x/cp_intermodel_a17.bsp]Download[/url]

Changelog:
A16-A17
-Fixed clipping on shutter rails so that you cannot stand on them
-Raised ceiling outside of first forward spawns (the ones you get after capping mid) to allow soldiers to jump out more easily
-Added a light under mid
-Re-did parts of mid, soldiers now have to jump onto the containers to get height advantage- there are no ways onto the containers otherwise. On the left side there is now just a big displacement ramp up until the bridge.
-Fixed literally a billion sightlines
-Re-arranged the yard at second to fix sightlines and make it less open. Added displacement ground (terrain) at 2nd to make it feel less open and flat.
-Added a bunch of props in the warehouse between last and 2nd (lobby) so it feels less open.
-Made the map feel less open in general.
-Added health in the generator transition.
-Changed the upper route at last and fixed sightlines at last by adding signal bridges, signal tower, and more buildings and props.
-There's probably more but that's what screenshots and playing the map is for

Screenshots:
MID
[img]http://i.imgur.com/PcjG5Hch.jpg[/img]
[img]http://i.imgur.com/QXaMfTDh.jpg[/img]
[img]http://i.imgur.com/Be5wJUvh.jpg[/img]

2ND
[img]http://i.imgur.com/318wghYh.jpg[/img]
[img]http://i.imgur.com/hZdAFNBh.jpg[/img]
[img]http://i.imgur.com/CaEsMYGh.jpg[/img]

LAST
[img]http://i.imgur.com/5vwcmKwh.jpg[/img]
[img]http://i.imgur.com/ugAnsuUh.jpg[/img]
[img]http://i.imgur.com/j4j1gDEh.jpg[/img]

TRANSITIONS
Lobby
[img]http://i.imgur.com/LpP9z1Rh.jpg[/img]
[img]http://i.imgur.com/gDB9SyQh.jpg[/img]

Upper (last)
[img]http://i.imgur.com/FcQq6hoh.jpg[/img]

TOP DOWN
[img]http://i.imgur.com/fRe5Bflh.jpg[/img]

I'll be uploading videos addressing snipers and the demo rollout soon.

Thanks!
Hyce
45
#45
0 Frags +

Going beta next version. Just had an issue where I opened hammer up and all of the props disappeared from the map... All of them. So I can restore the vast majority of them from A17, but all of the work I did today will need to be re-done. Bargharahghle.

Going beta next version. Just had an issue where I opened hammer up and all of the props disappeared from the map... All of them. So I can restore the vast majority of them from A17, but all of the work I did today will need to be re-done. Bargharahghle.
46
#46
1 Frags +

looks cool

looks cool
47
#47
2 Frags +

Just a little update for funsies... Last got changed a bit as I raised lobby and trains in trenches didn't make sense.

http://i.imgur.com/OhB8njp.jpg

http://i.imgur.com/axzShLs.jpg

(There are no collisions on those tracks, btw...)

Just a little update for funsies... Last got changed a bit as I raised lobby and trains in trenches didn't make sense.

[img]http://i.imgur.com/OhB8njp.jpg[/img]
[img]http://i.imgur.com/axzShLs.jpg[/img]

(There are no collisions on those tracks, btw...)
48
#48
0 Frags +
Hyce-snip-

(There are no collisions on those tracks, btw...)

Might wanna add a bullet clip ramp over the entire thing so you cant set a sticky trap in the rails... although itd be simple to check for, it might be rather hidden and a possible pain.

Nice detailing so far, looks really nice and un-cluttered (clutter = no)

[quote=Hyce]-snip-

(There are no collisions on those tracks, btw...)[/quote]

Might wanna add a bullet clip ramp over the entire thing so you cant set a sticky trap in the rails... although itd be simple to check for, it [i]might[/i] be rather hidden and a possible pain.

Nice detailing so far, looks really nice and un-cluttered (clutter = no)
49
#49
0 Frags +
ReminixeHyce-snip-

(There are no collisions on those tracks, btw...)

Might wanna add a bullet clip ramp over the entire thing so you cant set a sticky trap in the rails... although itd be simple to check for, it might be rather hidden and a possible pain.

Nice detailing so far, looks really nice and un-cluttered (clutter = no)

Very good point. I didn't want jumping players to be hindered by the tracks, but didn't think of this. Definitely a good thing to fix. Noted.

In regards to the detailing, there is still more to be done in the two areas but it's mostly lighting, light models, windows and decals on big flat walls. I like the main gameplay area to be clean, so the area with the train and control point is probably 99% done.

[quote=Reminixe][quote=Hyce]-snip-

(There are no collisions on those tracks, btw...)[/quote]

Might wanna add a bullet clip ramp over the entire thing so you cant set a sticky trap in the rails... although itd be simple to check for, it [i]might[/i] be rather hidden and a possible pain.

Nice detailing so far, looks really nice and un-cluttered (clutter = no)[/quote]

Very good point. I didn't want jumping players to be hindered by the tracks, but didn't think of this. Definitely a good thing to fix. Noted.

In regards to the detailing, there is still more to be done in the two areas but it's mostly lighting, light models, windows and decals on big flat walls. I like the main gameplay area to be clean, so the area with the train and control point is probably 99% done.
50
#50
7 Frags +

I'm not dead, I'm just an engineering student and I'm not ridiculously good at detailing like Phi.

Almost all the way to mid on the blue side... here's some update screenshots:

Last

http://i.imgur.com/ycAS0HDh.jpg

http://i.imgur.com/H6ZbpAQh.jpg

2nd

http://i.imgur.com/PIjyRaah.jpg

http://i.imgur.com/EXZsDyNh.jpg

New route from last to 2nd, per request of puggers

http://i.imgur.com/zY3v3H3h.jpg

http://i.imgur.com/S9DZMzah.jpg

http://i.imgur.com/TKfDyckh.jpg

Transition from 2nd-mid

http://i.imgur.com/EtwIxlWh.jpg

I'm not dead, I'm just an engineering student and I'm not ridiculously good at detailing like Phi.

Almost all the way to mid on the blue side... here's some update screenshots:

Last
[img]http://i.imgur.com/ycAS0HDh.jpg[/img]
[img]http://i.imgur.com/H6ZbpAQh.jpg[/img]

2nd
[img]http://i.imgur.com/PIjyRaah.jpg[/img]
[img]http://i.imgur.com/EXZsDyNh.jpg[/img]

New route from last to 2nd, per request of puggers
[img]http://i.imgur.com/zY3v3H3h.jpg[/img]
[img]http://i.imgur.com/S9DZMzah.jpg[/img]
[img]http://i.imgur.com/TKfDyckh.jpg[/img]

Transition from 2nd-mid
[img]http://i.imgur.com/EtwIxlWh.jpg[/img]
51
#51
2 Frags +

this looks really really good, hyped to play it sometime

this looks really really good, hyped to play it sometime
52
#52
cp_granary_pro
0 Frags +

looks really good dude. That big wooden ramp on second looks a little awkward, could use some more detailing on it

looks really good dude. That big wooden ramp on second looks a little awkward, could use some more detailing on it
53
#53
1 Frags +

Looks great!

Looks great!
54
#54
2 Frags +

omg hyce this looks so sexy <3

omg hyce this looks so sexy <3
55
#55
cp_sunshine, cp_cardinal
2 Frags +

I'm liking that new route into second. The stairs look a little blocky but everything else looks pretty good!

I'm liking that new route into second. The stairs look a little blocky but everything else looks pretty good!
56
#56
1 Frags +

I like the detailing a lot.

I like the detailing a lot.
57
#57
11 Frags +

INTERMODEL HAS GONE BETA AAAHGHGHGHALARAHRG:ALKSJDALSKDABSDABWYDAYS:ALSDAA:SLDA

Download cp_intermodel_b1 here

Detailing isn't finished (never is) but the clipping should be decent. Benroads will of course find every single gay roamer spot possible, of course. Looking forward to this. Lighting also isn't final, some rooms are a little dark, others are to bright, and the environment lighting is pretty bland.

Screenshots!

Last

http://i.imgur.com/pKGKGiih.jpg

http://i.imgur.com/zj6FHUmh.jpg

Transitions, last-2nd

http://i.imgur.com/i9oq0qhh.jpg

http://i.imgur.com/cU6wgDWh.jpg

http://i.imgur.com/9hD17Vuh.jpg

2nd

http://i.imgur.com/BuSvOGth.jpg

http://i.imgur.com/rLVCeMgh.jpg

Transitions, 2nd-Mid

http://i.imgur.com/sMoUPQZh.jpg

http://i.imgur.com/1f87tRih.jpg

http://i.imgur.com/ZsieU8fh.jpg

http://i.imgur.com/ZDZC3vTh.jpg

Mid

http://i.imgur.com/XllQMEAh.jpg

http://i.imgur.com/7fHG2iah.jpg

INTERMODEL HAS GONE BETA AAAHGHGHGHALARAHRG:ALKSJDALSKDABSDABWYDAYS:ALSDAA:SLDA

Download cp_intermodel_b1 [url=http://www.mediafire.com/download/m0pc7jv748eb2pt/cp_intermodel_b1.bsp]here[/url]

Detailing isn't finished (never is) but the clipping should be decent. Benroads will of course find every single gay roamer spot possible, of course. Looking forward to this. Lighting also isn't final, some rooms are a little dark, others are to bright, and the environment lighting is pretty bland.

Screenshots!

Last
[img]http://i.imgur.com/pKGKGiih.jpg[/img]
[img]http://i.imgur.com/zj6FHUmh.jpg[/img]

Transitions, last-2nd
[img]http://i.imgur.com/i9oq0qhh.jpg[/img]
[img]http://i.imgur.com/cU6wgDWh.jpg[/img]
[img]http://i.imgur.com/9hD17Vuh.jpg[/img]

2nd
[img]http://i.imgur.com/BuSvOGth.jpg[/img]
[img]http://i.imgur.com/rLVCeMgh.jpg[/img]

Transitions, 2nd-Mid
[img]http://i.imgur.com/sMoUPQZh.jpg[/img]
[img]http://i.imgur.com/1f87tRih.jpg[/img]
[img]http://i.imgur.com/ZsieU8fh.jpg[/img]
[img]http://i.imgur.com/ZDZC3vTh.jpg[/img]

Mid
[img]http://i.imgur.com/XllQMEAh.jpg[/img]
[img]http://i.imgur.com/7fHG2iah.jpg[/img]
58
#58
3 Frags +

Jeez, Hyce. This map has really come far from its very orange beginnings. I'll have a look when I get home, but looks like things are very cleaned up, especially mid and last. I hope this map gets far, possibly even in a competitive rotation once the release candidates are being put out.

Fantastic work, I'll elaborate when I get home.

Jeez, Hyce. This map has really come far from its very orange beginnings. I'll have a look when I get home, but looks like things are very cleaned up, especially mid and last. I hope this map gets far, possibly even in a competitive rotation once the release candidates are being put out.

Fantastic work, I'll elaborate when I get home.
59
#59
1 Frags +

While perusing the forum i found this and i gotta say i'd love to see some new maps that i can pug on with my friends. This looks pretty good and i'll test it out see if we can play on it when i get a chance, i looked at it in a local server and it looks pretty cool.

While perusing the forum i found this and i gotta say i'd love to see some new maps that i can pug on with my friends. This looks pretty good and i'll test it out see if we can play on it when i get a chance, i looked at it in a local server and it looks pretty cool.
60
#60
0 Frags +

Feel free to add me (hyce777) on steam if you want to PUG this, I host pugs a couple times a week.

Feel free to add me (hyce777) on steam if you want to PUG this, I host pugs a couple times a week.
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