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[Contest Entry] pl_cashworks
Old 09-19-2008, 11:34 AM   #1
eerieone
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Default [Contest Entry] pl_cashworks

MASSIVE UPDATE #2 11-15-08

http://www.fpsbanana.com/maps/69298

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PL-CASHWORKS_A3

FIXES:
* restructiored first area
* added 2nd red forward spawn near 2nd cp
* added alternatenate paths to 2cp and 3rd cp
* fixed red forward spawn doors getting stuck
* general optimization, areaportals, hintbrushes, nodraw, brushwork
* added 3D-Skybox
* added environment
* one-way door toward 3rd cp bottleneck
* adjusted respawntimes
* adjusted cart speed
* adjusted time added
* optimized vault-collision
* lighting improvement
* further clipping
* added flowing water at cp4 bridge
* added custom overlays
* added env-sounds

TO DO:
* problems with water at blu spawn
* further fps-optimization
* optimize displacements
* cartpath corrections
* improve 3D-Skybox
* improve use of textures
* correct viewdistances
* add more custom material

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overview


starting area for blu


1st cap


Serpentines snaking down the hill
[URL=http://imagefarm.net/]

2nd cap


chokepoint to 3rd cap


way to last cp


final cap area

Last edited by eerieone; 11-14-2008 at 07:03 PM..
 

Old 09-19-2008, 01:00 PM   #2
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Excellent start!

A few things...
1. Can you provide an overhead view so we can see the layout as well?
2. Build your cubemaps.
3. All of your buildings need more detail. They're pretty plain right now. It's especially obvious on the tall buildings, but your smaller ones need a little more detail work as well.
4. The wooden stairs (http://dumpedimage.com/viewer.php?fi...dcuwokv84.jpeg) look weird to me. Not sure why, but perhaps a slightly raised deck with ramps leading onto it would look better?
5. The building behind the stairs looks weird to me as well (http://dumpedimage.com/viewer.php?fi...q15986eoa.jpeg). I think the roof areas are just odd somehow. I'd try making them look more like normal roof areas and provide cover with the different angles combined with chimneys, lightpoles, etc instead of actually cutting away the roof areas and placing platforms there.
6. You appear to have a hovering fence (http://dumpedimage.com/viewer.php?fi...68h7r5otl.jpeg).
7. Why is there a single board sticking across? (http://dumpedimage.com/viewer.php?fi...kd6gehmsl.jpeg) Is that to allow people to jump across? If so, I'd suggest making it an extension of the platform its attached to, and then add diagonal supports under it to attach it to the building more. You could easily add a crane hook or similar underneath to make it look like it has a purpose.
8. More detail needed on the buildings, but I like this area. Teams moving up the hill will have a rough time with nade spam, so make sure you make things harder for the defenders (if they're up top) by making alternate paths up for the attackers.
9. http://dumpedimage.com/viewer.php?fi...97791aean.jpeg What's up with the left side of this image? Do you have a giant floating rock or am I missing something?

Nice start. Can't wait to test it out.
 
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Old 09-19-2008, 02:13 PM   #3
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1. on the next update
2. i know didn´t for that screenshots
3. i´ll add detail on finalizing
4. you are right, they are way too confusing, i´m not that happy with that part either
5. the cut away roofs will remain, since i want to have a slíghtly demolished housing-area there
6. the single board sticking across is a bit too long... that part should represent an abondoned mining-track, slightly corroding
7. thats really a giant floating rock atm, there is a part of the wall missing beneath it

...still work in progress
 

Old 09-19-2008, 06:51 PM   #4
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I like the downward curving track. Really cool setting that would make this memorable.

Not sure how you have it set up but I think it would be best to push the cart down the hill rather than up.

Uphill battle can be rough and a good Demo or two could probably stop the cart alone. Throw a good soldier in there and it's a major chokepoint.

At least going downhill the pushing team could have an advantage in that one spot, but maybe you'd need to make it hard to get past the bottom to give defenders a break.
 
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Old 09-21-2008, 05:00 AM   #5
treythepunkid
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I too think its a excellent start!

The only thing i wonder is in the screen shot http://dumpedimage.com/viewer.php?fi...8f2szsjn4.jpeg The rocks on etheir side, are those the classic rocks from the desert theme with a new skin or are those the new Cliff models. If it is the cliff models you have ALOT of detailed cliping to do, cause those rocks dont have any collison meshes. other than that it looks Spanking!

By the way, whats with the red soldier in these pics?
http://dumpedimage.com/viewer.php?fi...kd6gehmsl.jpeg
http://dumpedimage.com/viewer.php?fi...m1w9go4fd.jpeg
http://dumpedimage.com/viewer.php?fi...c5x6qp143.jpeg

LOL hes kinda scary....
 

Old 09-21-2008, 05:04 AM   #6
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i guess it is to measure the heights?
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Old 09-21-2008, 05:22 AM   #7
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Quote:
Originally Posted by Lolz1337 View Post
i guess it is to measure the heights?
I just use a info_player_teamspawn for that, but what ever floats your boat i guess.
 

Old 09-21-2008, 06:05 AM   #8
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Simply awesome.
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Old 09-21-2008, 06:50 AM   #9
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No, i use a model, because the info_player_teamspwan is always a bit smaller
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Old 09-21-2008, 08:30 AM   #10
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thx for the comments

@Sgt Frag: the cart will be pushed downwards, giving blu momentum which they will need to fight upwards for the last 3rd, although it wont be such a hard climb.
For soldiers its not that easy to fight people from top whilst they are on a slope, because its not that easy to hit the ground beneath the player

@treythepunkid: the models are reskinned models i found here, the cliff is a custom also in the pack downloaded. the reskinned have collision model, the one at the cliff doesn´t, but a rough noclip will do the trick

the soldier is for measurement purpose, just to see ingame if the height of a building or windows is appropriate
 
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