Re: [map] cp_Iraqhistan
Posted by G4MER on Tue Aug 25th at 8:28pm 2009
I ran around in this map today briefly.. when your alone it is rather boring. Problems I see.. lots of wide open spaces.. snipers will love this map. I like the drone in the sky. Would be a cool place to have a camera and from a station some place get an overview of what its flying over.. ( that maybe more difficult than needed ).
The arches are all wrong. and in many case too low, you cant get though them with out squatting.
I would love to try this map out with a full server to see how lag plays a roll with the wide openness of the whole thing. But its not a bad map.. I am not much of a TF2 player, but it looks good.. I also think you need to work on scale some.. but some of the nice little secrets by jumping on windows and so forth was a nice touch.
I give ya 3 stars, with some minor changes and fixes it will be a 4 star in no time.

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Re: [map] cp_Iraqhistan
Posted by Kampy on Wed Aug 26th at 1:03pm 2009
compiling beta2.1
changes:
- (even) clearer signs with additional colored lights
- capture point D information sign
- clip brushes to block arches
- kill base protection at final stage
- more and stronger items
might add an additional vehicle or so at the open desert for detail and cover

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Re: [map] cp_Iraqhistan
Posted by G4MER on Wed Aug 26th at 11:44pm 2009
If your not allowed to go past a certain area, like at the base above.. add a chain link fence or a stone wall to show people that it is impassable.
I will have to DL the new version now and see how the changes are.
You know from the base to the town to the other areas, a road or path would help tell people where to go and how to get there, something to consider.

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Re: [map] cp_Iraqhistan
Posted by Niborius on Thu Aug 27th at 11:01am 2009
That's a good solution indeed! What you can also do is make something that blocks the way. Now I don't mean fences or walls, but for example a crashed car or something.

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Re: [map] cp_Iraqhistan
Posted by Kampy on Fri Aug 28th at 9:13am 2009
good idea with the gate - fits very well at the mil. base part. I will replace one part with this post. the sign solution will stay at the other places.

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Re: [map] cp_Iraqhistan
Posted by Riven on Fri Aug 28th at 8:18pm 2009
Yea, I would try and avoid those invisible walls with the fade-in cancel signs; it just breaks the atmosphere too much when used for a perimeter wall. I would have some signs like Muhnay suggested, but instead of an invisible wall, I'd place mines to kill wandering players that disregard the signs. (Signs about the mines)
You could make little brushes to represent the mines and have one big trigger_multiple that kills players (along with an explosion effect) when they enter the area. That way, you could keep your clear scenery without big obstructions or invisible walls.

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Re: [map] cp_Iraqhistan
Posted by G4MER on Thu Sep 3rd at 6:02am 2009
looks good man. yeah the youtube thing does not work on the forums. humm

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Re: [map] cp_Iraqhistan
Posted by Kampy on Mon Sep 7th at 10:16am 2009
beta 6.1 still not finished added lots of stuff - even the GLA bomber throwing the anthrax bomb

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