No, please don't ever texture them! I love the red/blue grid aesthetic, it reminds me a lot of Quake!
I'm only half kidding. Don't take my advice though.
[s]I'm only half kidding. Don't take my advice though.[/s]
Too bad, I'm texturing it anyway!
WIP Screenshots of Alpha 9 -
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00001.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00002.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00004.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00005.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00006.jpg
I'll be releasing A9 once I make sure everything works properly. Thanks for the support!
WIP Screenshots of Alpha 9 -
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00001.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00002.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00004.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00005.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-08_00006.jpg[/img]
I'll be releasing A9 once I make sure everything works properly. Thanks for the support!
QUICK Release of Edifice A9!
Bigger, better, smexier - http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_a9.bsp.bz2
Screenshots are above.
Changelog:
- Removed lip on dropdown
- Slight overall technical editing
- Unnoticable brush editing to prepare for a possible flank route to be created on B
- Major detail pass around C and the OoB areas around BLU Spawn
- Lots of little tiny things to make the map better overall
Get it here or in the OP!
Bigger, better, smexier - http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_a9.bsp.bz2
Screenshots are above.
Changelog:
- Removed lip on dropdown
- Slight overall technical editing
- Unnoticable brush editing to prepare for a possible flank route to be created on B
- Major detail pass around C and the OoB areas around BLU Spawn
- Lots of little tiny things to make the map better overall
Get it here or in the OP!
This map is going to be played in a tf2maps.net gameday today at 4:40-ish EST:
http://forums.tf2maps.net/showthread.php?t=20966
70.42.74.31:27015
It will be played alongside other maps like Pheesh's ctf_torch2.
It's not going to be, like, *organized* or anything, just a pub and if you want to check out the map this'd be a good time. I don't expect great feedback normally so if anyone experienced wants to check in and give me some useful stuff that'd be great.
http://forums.tf2maps.net/showthread.php?t=20966
70.42.74.31:27015
It will be played alongside other maps like Pheesh's ctf_torch2.
It's not going to be, like, *organized* or anything, just a pub and if you want to check out the map this'd be a good time. I don't expect great feedback normally so if anyone experienced wants to check in and give me some useful stuff that'd be great.
Alright, so I've been thinking.
The upper connector between A+B+C is probably the most broken part of the map, there is a powerful hold spot there and I have been thinking of ways to make it less overpowered to defend upon.
I've created a list of possible options to take:
1. Remove the upper lobby entirely
2. Remove the boards and/or the pillar from upper lobby to C
3. Move the upper lobby around inside the connector to make it less powerful (have no idea how to do this really)
4. Instead of the boards straight to C, make a board going to the bottom of the spire instead of the top:
http://dl.dropbox.com/u/84556731/cp_edifice/edifice_a10test.png
Which option do you think would solve the problem the best without compromising defense or offense too much?
Additionally, I'd like any and all feedback anyone might have before I push this map into a10, as I'm preparing for a major detail pass and as such I'd like the gameplay to be streamlined as much as possible before I take the task on. If anyone could run pugs on a9 just to see what should be changed, I'd be forever in your debt. Thanks for all the feedback so far and I'll be sure to make it 10x better for a10.
The upper connector between A+B+C is probably the most broken part of the map, there is a powerful hold spot there and I have been thinking of ways to make it less overpowered to defend upon.
I've created a list of possible options to take:
1. Remove the upper lobby entirely
2. Remove the boards and/or the pillar from upper lobby to C
3. Move the upper lobby around inside the connector to make it less powerful (have no idea how to do this really)
4. Instead of the boards straight to C, make a board going to the bottom of the spire instead of the top:
[img]http://dl.dropbox.com/u/84556731/cp_edifice/edifice_a10test.png[/img]
Which option do you think would solve the problem the best without compromising defense or offense too much?
Additionally, I'd like any and all feedback anyone might have before I push this map into a10, as I'm preparing for a major detail pass and as such I'd like the gameplay to be streamlined as much as possible before I take the task on. If anyone could run pugs on a9 just to see what should be changed, I'd be forever in your debt. Thanks for all the feedback so far and I'll be sure to make it 10x better for a10.
I wasn't originally planning for this, it just kinda happened, but...
B1(A) RELEASED! DOWNLOAD - http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_b1a.bsp.bz2
Changelog:
- Humongous detail pass everywhere, fully detailed the map and all OoB areas
- Adjusted skybox locations a lot
- Optimized a bit
- Fixed minor technical errors
- Changed the A-B lobby around quite a bit
- Added cover to C
- Removed bridge straight to C in favor of a board leading to the base of C
- Added a bit of cover to B and some stuff in the unused portion
- Fixed a few exploitations
- Clipped a lot
- Changed a bit of func_details to func_lods to lower my waterindices count (86.3%!)
- Minor changes all around the map
SCREENSHOTS:
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-12_00006.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-12_00005.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-12_00003.jpg
The #1 issue I am unsure about is framerate. I don't have any issue on my computer, I'm getting normal-good FPS rates, but I know a lot of comp players have crappy computers or something so I'd like to work for that.
If there isn't anything blatantly wrong with this I'd like to see it pugged and tested a bit so I can start refining gameplay.
Thanks for the support!
B1(A) RELEASED! DOWNLOAD - http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_b1a.bsp.bz2
Changelog:
- Humongous detail pass everywhere, fully detailed the map and all OoB areas
- Adjusted skybox locations a lot
- Optimized a bit
- Fixed minor technical errors
- Changed the A-B lobby around quite a bit
- Added cover to C
- Removed bridge straight to C in favor of a board leading to the base of C
- Added a bit of cover to B and some stuff in the unused portion
- Fixed a few exploitations
- Clipped a lot
- Changed a bit of func_details to func_lods to lower my waterindices count (86.3%!)
- Minor changes all around the map
SCREENSHOTS:
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-12_00006.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-12_00005.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-12_00003.jpg[/img]
The #1 issue I am unsure about is framerate. I don't have any issue on my computer, I'm getting normal-good FPS rates, but I know a lot of comp players have crappy computers or something so I'd like to work for that.
If there isn't anything blatantly wrong with this I'd like to see it pugged and tested a bit so I can start refining gameplay.
Thanks for the support!
So I just wanted to share these with you.
So this one I can see becoming a problem where Red team might call that someone is camping spawn. But since there are two spawn doors and this is the only horn it isn't that dramatic.
http://i.imgur.com/elEFGy5.jpg
http://i.imgur.com/gjA4PMv.jpg
I did this in with one sticky trying to get on top of the C sign. You are able to get on top of A and B signs also.
http://i.imgur.com/GF9eswf.jpg
So this one I can see becoming a problem where Red team might call that someone is camping spawn. But since there are two spawn doors and this is the only horn it isn't that dramatic.
[img]http://i.imgur.com/elEFGy5.jpg[/img]
[img]http://i.imgur.com/gjA4PMv.jpg[/img]
I did this in with one sticky trying to get on top of the C sign. You are able to get on top of A and B signs also.
[img]http://i.imgur.com/GF9eswf.jpg[/img]
[img]http://i.imgur.com/dfGmrjQ.jpg[/img]
[img]http://i.imgur.com/buSUjTU.jpg[/img]
Shoot, forgot that one exploit on top of C.
I'll fix that quickly and make a B1A, thanks.
I'll fix that quickly and make a B1A, thanks.
B1A - http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_b1a.bsp.bz2
Edited previous post as well so people don't go downloading the exploited version.
If it doesn't work just tell me and I'll make another version, but this one should work.
Edited previous post as well so people don't go downloading the exploited version.
If it doesn't work just tell me and I'll make another version, but this one should work.
More images/spots that I found. Not all are bad, just showing to the community. These are the only things I found. Hope to see this in ESEA along side Gravel Pit, and maybe even a stock Valve. :> Good luck Phi!
http://i.imgur.com/Hh3zofM.jpg
http://i.imgur.com/0HdxgPX.jpg
http://i.imgur.com/HlLPUWX.jpg
http://i.imgur.com/vvWkGzG.jpg
This one is inside the B-C Tunnel
http://i.imgur.com/82A0tE2.jpg
http://i.imgur.com/bxHwKsP.jpg
Inside the connector that leads to C Tower
http://i.imgur.com/EQL50dk.jpg
A random fence
http://i.imgur.com/nevCyLJ.jpg
Holes in the ceiling
http://i.imgur.com/XVkAOaU.jpg
Solly hiding place?
[img]http://i.imgur.com/Hh3zofM.jpg[/img]
[img]http://i.imgur.com/0HdxgPX.jpg[/img]
[img]http://i.imgur.com/HlLPUWX.jpg[/img]
[img]http://i.imgur.com/vvWkGzG.jpg[/img]
This one is inside the B-C Tunnel
[img]http://i.imgur.com/82A0tE2.jpg[/img]
[img]http://i.imgur.com/bxHwKsP.jpg[/img]
Inside the connector that leads to C Tower
[img]http://i.imgur.com/EQL50dk.jpg[/img]
A random fence
[img]http://i.imgur.com/nevCyLJ.jpg[/img]
Holes in the ceiling
[img]http://i.imgur.com/XVkAOaU.jpg[/img]
Solly hiding place?
[img]http://i.imgur.com/GfrGtea.jpg[/img]
[img]http://i.imgur.com/BoQWQk0.jpg[/img]
Thanks.
Most of those hiding spots will be kept, thanks for informing everyone about them. I like having little spots that aren't too overpowered to hide in, gives the map character and places to check before pushing.
That "hole" is actually an unrendered texture, won't affect gameplay at all but I'll fix it for the next version.
EDIT: I think I understand now, those pink rectangles are toggled with some command that shows clip brushes. What's the command? It could be useful.
Most of those hiding spots will be kept, thanks for informing everyone about them. I like having little spots that aren't too overpowered to hide in, gives the map character and places to check before pushing.
That "hole" is actually an unrendered texture, won't affect gameplay at all but I'll fix it for the next version.
EDIT: I think I understand now, those pink rectangles are toggled with some command that shows clip brushes. What's the command? It could be useful.
PhiThanks.
Most of those hiding spots will be kept, thanks for informing everyone about them. I like having little spots that aren't too overpowered to hide in, gives the map character and places to check before pushing.
That "hole" is actually an unrendered texture, won't affect gameplay at all but I'll fix it for the next version.
EDIT: I think I understand now, those pink rectangles are toggled with some command that shows clip brushes. What's the command? It could be useful.
r_drawclipbrushes 2 but sv_cheats 1 needs to be on
Most of those hiding spots will be kept, thanks for informing everyone about them. I like having little spots that aren't too overpowered to hide in, gives the map character and places to check before pushing.
That "hole" is actually an unrendered texture, won't affect gameplay at all but I'll fix it for the next version.
EDIT: I think I understand now, those pink rectangles are toggled with some command that shows clip brushes. What's the command? It could be useful.[/quote]
r_drawclipbrushes 2 but sv_cheats 1 needs to be on
Would somebody be so kind, as to make some SOAP-DM spawn locations for this map? It'd be a great way to run around and get to know the map.
I've been informed that there were some New Map PUGs held on this map the past weekend.
To anyone who was there: were there any large problems, inherent bugs, exploits, errors, or anything noticeable of the sort on the most recent version? I was not able to attend and any feedback that I can use to make a much-closer-to-finished B2 is gratefully accepted.
Thanks.
To anyone who was there: were there any large problems, inherent bugs, exploits, errors, or anything noticeable of the sort on the most recent version? I was not able to attend and any feedback that I can use to make a much-closer-to-finished B2 is gratefully accepted.
Thanks.
PhiI've been informed that there were some New Map PUGs held on this map the past weekend.
To anyone who was there: were there any large problems, inherent bugs, exploits, errors, or anything noticeable of the sort on the most recent version? I was not able to attend and any feedback that I can use to make a much-closer-to-finished B2 is gratefully accepted.
Thanks.
you can shoot through the sheet metal on a and c
To anyone who was there: were there any large problems, inherent bugs, exploits, errors, or anything noticeable of the sort on the most recent version? I was not able to attend and any feedback that I can use to make a much-closer-to-finished B2 is gratefully accepted.
Thanks.[/quote] you can shoot through the sheet metal on a and c
Fog you can shoot through the sheet metal on a and c
I'm wondering how this wasn't caught earlier. I just noticed all the sheet metal props are set to nonsolid, meaning that projectiles can go through them. I'll definitely fix that for b2, thanks.
I'm wondering how this wasn't caught earlier. I just noticed all the sheet metal props are set to nonsolid, meaning that projectiles can go through them. I'll definitely fix that for b2, thanks.
B1D Released: http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_b1d.bsp.bz2
Changelog:
- Fixed small clipping errors
- Made metal sheets solid
- Added small 3d skybox
- Minor technical upgrades
Please use this instead of B1A for any tests you might have. Thanks.
Changelog:
- Fixed small clipping errors
- Made metal sheets solid
- Added small 3d skybox
- Minor technical upgrades
Please use this instead of B1A for any tests you might have. Thanks.
Derpuschange the name pls.
:/
if you're going to propose something as crazy and outlandish as that, at LEAST provide reason for why. I personally think the name fits very well. An "edifice" is defined as "A building, especially one of imposing appearance or size; a large or massive structure." The map is exactly that.
An I'm surely not going to make another (insert name ending in -water). There's enough of those.
:/[/quote]
if you're going to propose something as crazy and outlandish as that, at LEAST provide reason for why. I personally think the name fits very well. An "edifice" is defined as "A building, especially one of imposing appearance or size; a large or massive structure." The map is exactly that.
An I'm [i]surely[/i] not going to make another (insert name ending in -water). There's enough of those.
wareyano dude you need to name it cp_gravelwater xd
saw that coming a kilometer away
saw that coming a kilometer away
Streaming a doublemix on this : http://twitch.tv/atmo_
To be completely honest:
I don't think I've really taken anything from that doublemix at all, except for a few clipping errors and general technical bugs.
I'd like to see this map be seriously tested on instead of fooled around on.
I'm thankful to atmo for at least informing me this was happening, though. Will be interesting seeing any feedback I receive in the coming days.
I don't think I've really taken anything from that doublemix at all, except for a few clipping errors and general technical bugs.
I'd like to see this map be seriously tested on instead of fooled around on.
I'm thankful to atmo for at least informing me this was happening, though. Will be interesting seeing any feedback I receive in the coming days.
b2 released
http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_b2.bsp.bz2
changelog coming soon
hopefully everything works alright b/c I rushed this out the door
(if it doesn't work you guys can use b1d)
http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_b2.bsp.bz2
changelog coming soon
hopefully everything works alright b/c I rushed this out the door
(if it doesn't work you guys can use b1d)
found something that really needs to be done -
http://i.imgur.com/wcKRWSV.jpg
if you had a ramp on the right of B, I could crouch-walk through the window and be able to avoid the use of pesky doors.
[img]http://i.imgur.com/wcKRWSV.jpg[/img]
if you had a ramp on the right of B, I could crouch-walk through the window and be able to avoid the use of pesky doors.
doing it for b3 along with many other things
proof:
proof:
[img]http://dl.dropbox.com/u/84556731/cp_edifice/mm.png[/img]
Hot off the press, and quickly made at that...
Edifice B3 (Test 1, there are two test versions, second coming later...)
DOWNLOAD: http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_b3_test1.bsp.bz2
Changelog (so far, this isn't final B3!!)
- Prop detailing in many places
- Streamlined detailing in general
- Flattened roof at B
- Added clip ramp to window at B
- Eliminated many holes that rockets or sightlines could head through
- Trimmed down on sightlines on B
- Removed ramp to upper connector lobby
- Removed ammo around upper connector lobby
- Moved ammo on C point to behind the point
- Made two small ammo packs on A and B medium to encourage sentry setups
- Clipped a lot
- Blockbulleted a lot of lips to prevent wonky rocket and blast registration
- Tiny technical changes
- Fog editing
- Texture editing
- Custom prop replacement and optimization
- A few little extras to spice up the map a bit
Screenshots of the near-completed detailing:
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00005.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00006.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00007.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00008.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00010.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00009.jpg
Edifice B3 (Test 1, there are two test versions, second coming later...)
DOWNLOAD: http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_b3_test1.bsp.bz2
Changelog (so far, this isn't final B3!!)
- Prop detailing in many places
- Streamlined detailing in general
- Flattened roof at B
- Added clip ramp to window at B
- Eliminated many holes that rockets or sightlines could head through
- Trimmed down on sightlines on B
- Removed ramp to upper connector lobby
- Removed ammo around upper connector lobby
- Moved ammo on C point to behind the point
- Made two small ammo packs on A and B medium to encourage sentry setups
- Clipped a lot
- Blockbulleted a lot of lips to prevent wonky rocket and blast registration
- Tiny technical changes
- Fog editing
- Texture editing
- Custom prop replacement and optimization
- A few little extras to spice up the map a bit
Screenshots of the near-completed detailing:
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00005.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00006.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00007.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00008.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00010.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-30_00009.jpg[/img]