Fifthcurve

PL curve rc1

ics

http://ics-base.net
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Jun 17, 2010
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537
Fifthcurve

This is a payload map with a slight twist. It has one extra control point compared to basic Valve maps which makes it have longer track. 5 control points and the map is curvy, thus, 5curve since i already used the name curve earlier. Plays just like normal payload map!

Get it from Steam workshop http://steamcommunity.com/sharedfiles/filedetails/?id=648227046 or download bsp directly from here.

Map by ICS, ics@ics-base.net, www.ics-base.net, http://steamcommunity.com/id/ics

Thanks goes to:
Hakk1tus - You know why!
WeryBigMonk - initial testing, cubemap testing
DrShush - Early testing
othername - initial testing
Everyone who played b1-b9, rc1-rc5, pl_curve, pl_5curve_beta, earlier and gave feedback - thanks!

Older versions:
pl_5curve (out 5th of August 2013) Download here
pl_curve, original version with dynamic elements and bottlenecks, , click here
 
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May 2, 2009
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Finally curve is here! :O

Tell us more about it. What are the dynamic elements? How many points does it have?
 
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ics

http://ics-base.net
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Jun 17, 2010
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Added some new screenshots.

Tom Hoen: I'm keeping the dynamic element as a secret for now to avoid duplicate inventions. However, this has 5 control points, one more compared to badwater, upward or barnblitz
 
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Wilson

Boomer by Sleep
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May 4, 2010
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You're detailing feels really messy.

I look at your images and i see buildings constantly changing texture, best example for this is your 3rd image, where brownish wood building suddenly has extension made out of red wood. In same image, in distance, other wooden building seems to be made out of 3 different woods.

Try not to use so many different textures in such small area and same building. More simple and consistent the texturing is, better the map looks.
 

Ezekel

L11: Posh Member
Dec 16, 2008
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personally i disagree with wilson.
if you look at valve maps, there's a case for "extensions" on wooden buildings being made of a different colour of wood.

however in the case of image 3 - the texture on that lower extension with the diagonal surface doesn't really work. you'd prob be better with the wood bridge texture there or the brown elevator facade one.
- the barnblitz textures are notably different from the other wood textures, and the one you use there has a sort of dominance quality due to it's colour and the strength of the black lines. (i.e. it'd work better as a main building texture rather than as an 'extension' texture).

the building in the background of image 3 is fine though as is.
 

Sergis

L666: ])oo]v[
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Jul 22, 2009
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I believe the textures are fine. They are different, but similar enough to give overall tone to the area. It's not like they go from red to green to yellow to blue within the same building.

The map looks good, but you better be prepared to do some serious changes since as far as I can see, it's untested.
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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The one thing about the detailing that bugs me is that you have flat displacements. They are extremely un-realistic. Add some "piles" or something up against walls. just give the ground a bit more bump, besides that it isn't half bad, remind me of koth_mill.


I've never seem wilson detail anything.
 

Wilson

Boomer by Sleep
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May 4, 2010
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if you look at valve maps, there's a case for "extensions" on wooden buildings being made of a different colour of wood.

I am aware and i am fine with these, but when you look at the images, this is happening way more often and in such small area than any Valve map.
I have nothing against of using different textures for buildings, it is just that here it goes bit overboard and looks messy.
 

ics

http://ics-base.net
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Jun 17, 2010
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That image 3 texture (actually the lower extension) does look a bit akward there, i'll see if i can find a better shape for the lower part or swap texture for that spot. I'll deal with it when the time comes.

The Valve style - yeah i kind of got the idea from them about not having all buildings the same texture. It would look dull and having some buildings here and there with different texture makes the map look better than having all the buildings with the same one. I know some textures can creatively to be used a lot in the same places though.

Displacements are sort of flat but not all of them. There are some other ones too and i haven't had time to detail aka adjust the displacements yet that much. I just painted alpha on them while i did the payload track. I'll rase and lower and add some more during building and tuning.

It is also important to remember that these screenshots are just a shot from one angle and do not contain all the places, pathways, details and improvements there could be.

Thanks everyone for the feedback so far.

Today i finished sealing the map up and started adding areaportals. Next move is to add playerclips, skip/hint and see how it performs after that.
 

ics

http://ics-base.net
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Jun 17, 2010
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Just a small status update. Project is still alive and kicking but i have less time on a day now than before so it's taking slower progress.

I added playerclips/clips, hint/skip and optimizations. Still missing some things in last CP area. Also needs a 3dskybox along further details in some areas. I will update screenshots next week.
 

ics

http://ics-base.net
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Jun 17, 2010
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Updated screenshots and added sounds, more details and things to the last CP area. It still needs work. I'll try to pull out test version during next weekend.
 

ics

http://ics-base.net
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Jun 17, 2010
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I now have sounds, added more clips and some details. I also pulled out 2 betas which were more or less broken. I'm not sure if Hammer is deleting entities or what the heck is happening but I'll try to pull out working version this week and release it here to get some more feedback. I've shown this to 40-50 people now and so far the feedback, despite the bugs that appeared, has been positive. For now, i updated the screenshots.
 

ics

http://ics-base.net
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Jun 17, 2010
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Finally, after 3 more or less broken versions and this freaking cubemap issue, here is a fully cubemap armed working version that is fully playable. See 1st post for download for pl_curve_b4. Constructive feedback is more than welcome!
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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Routes from spawn are too complicated. I found myself spawning as RED and ending up on a ledge that let me drop down behind BLU entirely by accident. Also one of the RED spawns locks people in when the associated control point is captured instead of teleporting them to the next one.
 

ics

http://ics-base.net
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Jun 17, 2010
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The routes are still under work, that's something that i'm still testing for which to keep open to both sides and which could be useless and changed otherwise to be easier to navigate. I already had couple of changes, infact if the spot i think you went sthevethepocket, that is already under considerationg to change.

The spawn issue was also found yesterday on tests that i had. Changing class does fix (teleports to the next spawn)it for now and there actually is a kill trigger that activates 20 seconds later when the spawn changes. You should be able to get out of the spawn but for some reason i forgot to set the door trigger to be killed on delay so it kind of locks you in. I'll make a fix for this, thanks.

Fr0Z3n, with exterior areas, could you mean this http://forums.tf2maps.net/geek/gars/images/7/9/5/6/pl_curve_b20011.jpg area? Around the casali sign and next to planks on right? Or is it something at the other side?
 

ics

http://ics-base.net
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Jun 17, 2010
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Just wanted to say that i have _b3 in the works. I have collected enough data to make a decision about the routes and how the map should play out, so the next version will have somewhat rapid changes to some routes and areas that will be forthe better. Along the changes, it has improved framerate on some areas, miscellaneous fixes and more clips added to avoid bumping into too sharp corner. I'll try to get it done asap, propably friday-saturday depending your timezone.
 
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