Release - cp_crazed_acre

  • Thread starter Thread starter Bunion
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Bunion

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This is a control point map i have been working on for a number of days.. Its my first ever map release so see what you think. There were a lot of bugs but hopefully they have all been sorted now. Let me know what everyone thinks, thanks.

Also if anyone has a server running TF2, it would be cool if you could put this map on rotation if you like it.

Here are some pictures:

2001664055642797241_rs.jpg



2001605298648512798_rs.jpg


2001638566976808061_rs.jpg








Download


http://www.fpsbanana.com/maps/36006




UPDATED LINK TO FINAL.


Changed:

Player clip problems allowing players to get on buildings.
Added more buildings so its not sniper heaven..its much more fun now



Please, if you have a server...update it to this latest version as its not as open and all bugs are gone and its just much more fun.. let me know how you find it...thanks guys
 
Made an update to it.. let me know what you think guys please.
 
Looks really nice. Good job. Haven't seen it on any servers yet, but I'll check it out when I do. :)
 
UPDATED LINK TO FINAL.


Changed:

Player clip problems allowing players to get on buildings.
Added more buildings so its not sniper heaven..its much more fun now



Please, if you have a server...update it to this latest version as its not as open and all bugs are gone and its just much more fun.. let me know how you find it...thanks guys
 
Looks far too simple in terms of the layout. There is a definite lack of movement as there are too many straight paths with little cover. The flow is a bit weird as well. Why do you have objects directly in front of doorways?
 
So, if I spawn in the Red base, what about the locale tells me it's the Red base? How do I find my way back there if I get swapped to the other team.

There seem to be pretty big navigational issues in that all the walls are high and flat and in the same texture, so remembering the layout is pretty difficult. In general because there are no distinctive signposts, e.g. easily identifiable buildings with character (and possibly purpose), I don't have any markers that link one route to another in my memory. You also have most of the architectural detail placed at the top of the walls, which is above the player's normal eyeline. If you brought the detail down lower it would help make sense of the map.

P.S. I had to mute the sound on the video.
 
lol i didn't know sound was being recorded from my player sorry... But yeh i mean its my first ever release and i think im going to leave it as it is.. its fun having a slightly open map rather than anything else... oh and there are only 2 objects in front of doors on either side top cut down sniper distance. Thanks for the comments
 
Get some more detail in there, it looks decent but somewhat blocky and repetitive.
 
I was trying to keep the style of team fortress 2s cartoon feel while mapping..thats why some of the things look like that
 
I was trying to keep the style of team fortress 2s cartoon feel while mapping..thats why some of the things look like that

Aka - I couldn't be arsed to make the map look good.
 
What? the map took me a few days why would i waste the final release? If you play it for a while it compliments the main tf2 style.. if you dont like it thats cool..thanks for the comments.
 
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