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Cypress 



Map Version:  
Released: 08-20-2009 
Last Update: 12-03-2009 
Bslashingu
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Default Cypress

A swamp themed nighttime map with Gravelpit's 3 capture point gamemode.


Changelog

-----------------
Alpha 8
-----------------
-Hopefully fixed the server crashing problem
-Tweaked the layout on capture point B's building
-Added a building to B and got rid of the pit players dropped into.
-Changed the route from A to B
-Added a platform, walls, and a building to A for better cover.
-Tweaked A for better defense
-Displacement tweaking at A
-Optimizations all around the map
-Got rid of the detail sprites that I was having trouble packing into the BSP.
-Added soundscapes throughout the level

-----------------
Alpha 7a
-----------------
-Finally fixed that grass sprite problem!

-----------------
Alpha 7
-----------------
-Minor displacement tweaks
-Moved a building on B
-Added a building to one side of the bridge on A
-(Hopefully) fixed the problem with the purple checkerboard grass on B
-Tweaked a route from A to C



Old 08-20-2009, 09:53 AM   #1
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Could use more lights.

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Old 08-20-2009, 10:47 AM   #2
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Looks interesting so far. Not much to say about detail, obviously - but it looks like the areas surrounding the CPs will be good for gameplay. Holes in the ceilings for flanking from above, different ramped access to control points etc. Should be good Keep it up!

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Old 08-20-2009, 11:04 AM   #3
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? ohhh why not have your steam name >.<

I played a small early showing of this. From what i played

C felt to open *but it looks like you correct that =p
and blue spawn to A might do better without those fences are the attacking team is at a dis advantage with having to jump over them.

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Old 08-21-2009, 12:27 AM   #4
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Posted a link to download the first alpha!

@everyone: Thanks for the feedback!

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Old 08-21-2009, 12:53 AM   #5
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Ran through it, screenshots.









Issues i saw listed above.

In general from last build the biggest concern i had was still there and looks to have gotten worse. to big, to open. I noticed tons of little rooms now as well =(

I love the changes to C and i REALLY like the changes to the side of A however that also caused it to be more open as well *double sided sword heh*

Hopefully a good play test can determine the above.

Great job so far guys, the swamp area *A* is going to look REALLY good im sure towards the end of alpha.

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Old 08-23-2009, 02:48 PM   #6
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As with all of the other "dark" maps I was having trouble finding my way around even after I increased the brightness. A lot of times I couldn't tell if someone was RED or BLU just because it was so dark. I mostly just tried to keep the points or hallways and away from the outdoor areas because they were the only spots that had lighting other than the environmental light. I know you want the level to be at night, but if I can't see what I'm shooting at then I'm not having fun. That said, when I could see, I was having a blast. It looks like it will be a pretty fun level.
 
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Old 08-23-2009, 06:30 PM   #7
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As I said during the game, it's an interesting alpha- a veritable cornucopia of dev textures. In any case, a few suggestions.
The few rounds that I played, I had trouble defending C, and trouble finding B from the RED spawn. B is also ignored largely from BLU attackers- though this may be desirable, in any case. I dislike the BLU spawn in that there's no resupply cabinets in the sides, but only in the middle. Furthermore, the couplings of the cars make moving around a bother. I would advise covering them with metal or some such, and perhaps providing higher ramps, in order to remedy this problem. The funky-angled ramps look nice and mangrovey, from what I know of mangrove swamps (which is what I learned from visiting the manatee exhibit at the Columbus zoo), and I like the concept, though cleaner collision models with the walkways may be in order. Beyond that, signage. More signage is always in order.
 
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Old 08-28-2009, 02:41 PM   #8
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Updated with Alpha 2, enjoy

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Old 08-30-2009, 12:47 PM   #9
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I didn't find it too dark, but I guess it's too dark.

http://dl.getdropbox.com/u/1490725/c...ess_a20005.jpg
Buoy is barely floating. It is heavier than that, and would be under water a bit more.

http://dl.getdropbox.com/u/1490725/c...ess_a20006.jpg
Floating block.

http://dl.getdropbox.com/u/1490725/c...ess_a20007.jpg
Youme got in the way, but behind him is a light. The prop is black. (This is outside RED spawn)

On B, you need to playerclip the tall buildings' roofs.

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