cp_carpo

cp_carpo

Re: cp_carpo Posted by fishy on Mon Mar 17th 2008 at 12:59pm
fishy
2623 posts
Posted 2008-03-17 12:59pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Another tf2 map. This time it's a small, 3 point CP map, based around some indiscriminate mining setting. There's still some invalid spawn points, so it's not ready for a full server yet.
i eat paint
Re: cp_carpo Posted by reaper47 on Mon Mar 17th 2008 at 4:29pm
reaper47
2827 posts
Posted 2008-03-17 4:29pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Nice, the rock walls still look a bit strange, though. I guess it's the texturing/lighting.
Why snark works.
Re: cp_carpo Posted by FatStrings on Mon Mar 17th 2008 at 5:49pm
FatStrings
1242 posts
Posted 2008-03-17 5:49pm
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
looks like fun play with all of the vertical areas, i'm interested to see it in action
Re: cp_carpo Posted by Gwil on Sun Mar 23rd 2008 at 3:10pm
Gwil
2864 posts
Posted 2008-03-23 3:10pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Looks nice enough fishy, but perhaps it is a little too small? You can sprint across the map as a scout in a matter of seconds. What player load would be aiming for? 5v5/6v6 perhaps would suit it. Also, there is a clip issue in the "covered missiles area" (one of the larger areas that seems redundant almost?) in that you can drop down the gap at the back.
Re: cp_carpo Posted by fishy on Mon Mar 24th 2008 at 12:55am
fishy
2623 posts
Posted 2008-03-24 12:55am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Gwil, I'm not sure what would be the best player load. I suppose it could hinge quite a lot on how the respawn timer is set, with a longer timer allowing a few more players. That said though, I'm hoping that up to 10v10 doesn't make it too congested or bogged down.

I know about the bit you can fall down to the tracks, and aye, the whole area is a bit redundant. It really only serves as somewhere for the claustrophobes to hang out in the map. :smile:

GB, the tracks are all models. There's a lot more of them available too, some with wooden supports/trusses.

The rocks are a bit awkward to texture, as most of them are cubes that have been subdivided, and a 2D texture can't wrap around a cube. Well, none of the tf rock textures can.

I had some spotlights that changed colour with the railway signal models when the various points were captured, but the blue spots looked a horrible pinky/purple colour on the reddish rock textures. I tried a few times to get it right, failed, and ended up removing the lot.

I'll need to spend a few hours on this, looking for possible exploits and adding some more spawn points. Once that's done, I'll stick it on fpsbanana. I don't much like the site, but it is good at giving exposure to custom maps. If i get feedback favouring the gameplay and layout, then I might extend it to a 5point map. If not, then It'll be screenshots for posterity. :smile:
i eat paint
Re: cp_carpo Posted by Captain Terror on Mon Mar 24th 2008 at 1:21pm
Captain Terror
68 posts
Posted 2008-03-24 1:21pm
68 posts 477 snarkmarks Registered: Feb 27th 2008 Location: USA
looks quite sexy! = >

Reminds me of the mine tunnels in Indiana Jones and the Temple of Doom. Wish I could play it but i don't have TF2 yet. = <