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Edifice 



Map Version: Beta 
Type: CP
Released: 12-11-2012 
Last Update: 08-04-2013 
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Default Edifice

Edifice - a map inspired by Gravel Pit (and maybe a bit much so).

This map is a 3cp A/D map, like Gravel Pit, detailed around the Construction Pack.

All criticism is welcome and the map is (hopefully) ready to play.

Also... I know well enough that the layout is close to Gravel Pit, so if you're going to give that as your criticism, I'd prefer that you provide examples of exactly where the layout is the closest (and might need to be changed.)

This map was played in UGC's 6v6 season 12: http://www.ugcleague.com/maplist_tf26.cfm


Changelog

TEST2:
Basically, what's changed is:
- A was given a place to defend, where you can't get jumped on and has a decent amount of cover - through tests, this has proven to make the point more defensible and a more viable choice to defend first instead of B.
- B's right side (relative to BLU) was given a raise, which in turn made that area more useful, and which inadvertently made the point a little easier to attack (it seems).
- C got lowered by around 100 units, more or less.
- One of the flanks to C (left side relative to BLU) was removed
- Pretty much every little glitch from the old versions was fixed.

B4 (https://dl.dropboxusercontent.com/u/...ice_b4.bsp.bz2)
- Possibly the final Beta version...
- Added cover to C
- Changed geometry around in many places
- Added flank to C
- Fixed a lot of bugs
- Dustmotes etc...

B1A
- Fixed C exploit

B1
- Humongous detail pass everywhere, fully detailed the map and all OoB areas
- Adjusted skybox locations a lot
- Optimized a bit
- Fixed minor technical errors
- Changed the A-B lobby around quite a bit
- Added cover to C
- Removed bridge straight to C in favor of a board leading to the base of C
- Added a bit of cover to B and some stuff in the unused portion
- Fixed a few exploitations
- Clipped a lot
- Changed a bit of func_details to func_lods to lower my waterindices count (86.3%!)
- Minor changes all around the map

A7
- Moved the C>B entrance left to the side of the point preventing direct spam
- Nerfed sightlines a lot
- Changed health pack positions and added lots of new medpack spawns
- Detailed around C a lot and in the OoB areas around A and B
- Added easier way to access C as RED team from spawn
- Clipped judiciously, especially on the connectors
- Deleted many pillars and nerfed many sticky positions
- Fixed areas where soldiers could hide on the cliffs
- Added better skybox and areaportal loading, preventing the insides of buildings from being seen in the air
- Made setup gates non-see-through
- Removed the invisible roof clipping in the BLU spawn enabling jumpers to have fun there
- Added protection and bettered the holding position for BLU setting up before C in the A>C connector
- Edited the walkways around B a bit
- Made jumping up the dropdown at C quite a bit easier (effectively functions as another route up)

A1 - Laid out basic map

A2 - Compiled with Full VVIS, func_detailed

A3 - Reworked all points
Remade architecture around A and C
Reworked layout a bit
Placed health and ammo a bit differently



Old 12-11-2012, 07:14 PM   #1
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Comp players will definetively love this one. You might even fix B being much more easy to defend for RED than A.
cp_progravel_rc1 go go go.

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Old 12-11-2012, 08:28 PM   #2
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I'll admit, that would be kinda neat. I know Gravel Pit is a love/hate relationship with competitive players and I would probably end up posting threads on more competitive forums later on if I were to take that path.
Right now my main focus is separating this (visual wise and layout wise) decently far away from Gravel Pit while still retaining the good gameplay present in it.
I'm not sure how it would play out in actual gameplay, but from the few rounds I've played with my friends, the A I have created is a bit more defensible than Gravel Pit's A. I can't be too positive about that though so I'll probably get a proper compile in by next gameday, hopefully.

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Old 12-11-2012, 08:32 PM   #3
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A and B look pretty boring but the evenness between them and whatnot are pretty cool.

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Old 12-12-2012, 11:39 AM   #4
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All of the brushwork support beams textured with ref50 plus the red surfaces plus the harsh lighting looks really, really nice.

Don't detail this please.

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Old 12-12-2012, 02:35 PM   #5
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A2 released, http://dl.dropbox.com/u/84556731/cp_edifice_a2.bsp.bz2

with full VVIS and func_detailing.

Quote:
All of the brushwork support beams textured with ref50 plus the red surfaces plus the harsh lighting looks really, really nice.

Don't detail this please.
I guess I'll take that as a sort-of compliment since it's from the *king* of reflectivity 50%... sounds like I should tone down the lighting a little bit.

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Old 12-13-2012, 05:16 PM   #6
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So after the most recent test (which I was not present for, sadly), I feel that the general consensus was that the map worked fine and there was no blaring problems. I feel that there was a lack of feedback (however I'll probably disprove that by watching the demo), that doesn't concern me too much but I'd like to know if anything really bothered anyone. I noticed by looking at the feedback that one round was won by blue and one by red, neither of them steamrolls - which is good.
I'd also like to know if the spire is too defensible or vice versa; and any comments beyond the ones I'll probably see in the demo are welcome.
I'd be willing to guess that most of these questions were answered in the demo, but hey, doesn't hurt to ask here.

Most likely the only changes from a2 -> a3 will be spicing up the map a bit (and correcting any addressed issues), like adding details and more interesting gameplay to A and C, probably making B more smooth etcetera. Hope you all liked the map and I'll probably get it up on the next gameday if possible.

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Old 12-14-2012, 09:22 AM   #7
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I thought it was good but I'd definitely recommend watching the demo, listening to the voice chat (which was where almost all of the feedback went) and taking a shot every time someone says "Gravelpit".
 
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Old 12-14-2012, 05:11 PM   #8
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All things taken into account, this is a *small* step towards being less like Gravelpit.

Changelist for each point:
Point A- Changed location of point and reworked the architecture around it, adding structure and cover.
Added a small tunnel to the point.
Added a potential engineer spot (aka wall and some ammo)
Changed ammo+health placement
Removed shacks in favor of a much larger building



Point B-
Adjusted point location
Eliminated spammy back route
Added a little more cover
Expanded yard


Point C-
Shortened the spire
Re-thought out routes up to the spire (now there are 2 different routes)
Added little jump platform with health on top so that people can get to the other roof
Shortened fall distances
Added more routes up from under the point
Changed health placement


More changes are still in the works, any suggestions would be nice.

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Old 12-14-2012, 05:25 PM   #9
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I'm liking the new podium with the small health at C, and that the redundant back passage on B has been gotten rid of.
 
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