Re: cp_carpo
Posted by fishy on
Mon Mar 17th 2008 at 12:59pm
Posted
2008-03-17 12:59pm
fishy
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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 FatStrings on
Mon Mar 17th 2008 at 5:49pm
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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
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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 G.Ballblue on
Sun Mar 23rd 2008 at 5:27pm
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I like it, though some of the rock textures with the elevated mine car stuff looks bit off. Lighting looks a tad redundant in most cases, try tossing some more color into the mix.
Speaking of mine cars, how did you go about making those train tracks so smooth? Simple vertex manipulation, or something else? The banking and slope work on those rails is very, very smooth.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: cp_carpo
Posted by fishy on
Mon Mar 24th 2008 at 12:55am
Posted
2008-03-24 12:55am
fishy
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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:
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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. = <