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Old 06-29-2011, 03:54 PM  
Fr0Z3n
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cp_frozen (3 Stage CP A/D Map)
Author: Joe 'Fr0z3n' Radak

Email: nightsfrost@gmail.com

This is my entry for TF2Maps.net's 72hr Mapping contest. It was largest entry into the competition. It was ranked first seed after...
 
Last edited by Fr0Z3n; 11-04-2011 at 03:29 PM.
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Old 07-26-2011, 08:15 AM   #40
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I added shrubs and overlays to start fleshing out what the map will look like. I know that area is boring and flat, and when I detail, i plan to make it exciting. I was thinking about exactly doing what you were suggestion, BUT I don't want to make things crowded.

The reason that that area doesn't look exciting is because I just made it yesterday, and am looking to see how it plays before detailing... I know you enjoy detailing ravage, but detailing does not make the map
 
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Old 07-26-2011, 09:41 AM   #41
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What ravage said i thought was a gameplay addition, not a deatailing addition. It could be somewhat a detailing but, looks like it would be added for gameplay
 
Last edited by Prop; 07-26-2011 at 09:44 AM.
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Old 07-26-2011, 10:14 AM   #42
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If you had played the map, you would see that doing that would make the area more cramped, something i would prefer to avoid doing (since its already a bit small as is). Yes, it looks pretty, but it looked more like a detail thing rather than a gameplay thing. Something I did after I posted these shots is that I removed the wood wall underneath the platform with the fence. This creates a little nook for red to set up a cheap/semi-weak sentry spot.

I'm on a deadline (in my mind) ... I start a huge semester in under a month, so i'd like to focus more on gameplay now rather than making it look pretty (something I did for the 72hr contest), and as thus, would really like some feedback on gameplay for the next version, which is coming out later today.
 
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Old 07-26-2011, 09:18 PM   #43
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cp_frozen_a3.bsp.bz2


a3:
broke a sentry spot in stage 1
added a ramp up to the bridges across the route after 1-1
made the canyon between 2-1 and 2-2 wider, redid the upper flank to be more seperate from the rest of the routes
broke a sentry spot in stage 2
redid red spawns in stage 3.


Issues I still know about, yet have not fixed (I don't see them as gamebreaking)
Crooked spec cam in stage 3
some setup gate doors can be flamed/exploded through.
 
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Old 07-29-2011, 10:33 AM   #44
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Stuff you need to fix so far.

Overlapping overlay.



What is this... Areaportal fail?



Wierd fade. Maybe fixing it?





Mm, so far I noticed these. Stay tuned.

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Old 07-29-2011, 10:39 AM   #45
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That what you call an areaportal issue is a skybox (sealing) issue I think.

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Old 07-29-2011, 11:30 AM   #46
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Okay, so when I say the map is too small, or doesn't have any chokes between the points. I'm not just throwing it out there without some thought. If you look at dustbowl there is this bottleneck between the points in each stage. VERY easy to identify!
Frozen has no bottleneck where red can hold blue off and give them some time to set up new sentries. So a offensive team will just ROLL right through red after the first cap.

Now for some comparison shots!
Here I've made a unit of measurement in photoshop, it doesn't translate to any nice unit number in hammer, but it's something I can count and it's always the same size.


So there we have a baseline for how long you travel from setupgate->point1->point2.

On Frozen, the stages are much shorter (notably stage 2 and 3).


[Yes, both images are taken at the same scale, cl_leveloverview 9]

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Last edited by Ravidge; 07-29-2011 at 11:37 AM.
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Old 07-29-2011, 11:52 AM   #47
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Thanks Ravidge, that is incredibly helpful and I really didn't fully see how small the map was until now.

I guess cp_frozen is going to be getting some enlargements...
 
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Old 07-30-2011, 02:28 AM   #48
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Ravidges post was really helpful to me too and I think I'll revisit my cp_riverbank with these scales in mind.

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Old 07-30-2011, 02:40 PM   #49
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Aw man, now my feedback seems so unintelligent

http://i.imgur.com/SFSqN.jpg
These need to be clipped.

http://i.imgur.com/44vl4.jpg
This is an invisible wall!

http://i.imgur.com/vZCpU.jpg
These giant tubes suddenly stop into a thin wall. Maybe push back the machine a bit so the tubes look like they go somewhere.

http://i.imgur.com/zGknk.jpg
I thought I could jump over here to the other side, but the rock model has an invisible wall. I suggest either walling this off or making it possible to get over this gap with a double jump.

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