• cp_glacier
    342 replies, posted
[QUOTE=MedicWine;15921853]needs rounder edges for added valve approve..[/QUOTE] ...What?
Almost looks official. NEEDS to be in a future update for SURE.
we need this map official
[QUOTE=ArcNova;15922046]Server up yet?[/QUOTE] It's been up, Christ.
I got a boner guys.
[QUOTE=DarkSamus;15918593]Played it today with a fellow jarate. Was great fun.[/QUOTE] That may have been me, what's your Steam name?
Nice map, really fun to play on. I like the ship you can see from B, really great detail. Oh, and the melting ice in the cavern (C). The map just looks nice. Only thing I kind off dislike is the spawn and resupply room in C. It's hard to get back into spawn and everyone can see when you need to resupply yourself (that will be a dreamspot for blu snipers). I'm not quite sure about changing classes down there. That'd be something I'd think about. I'd make stairs from the ground up into the spawn from there, don't know how much effort that'd take though.
[IMG]http://i676.photobucket.com/albums/vv128/xpod1/cp_glacier_b10000.jpg[/IMG] [IMG]http://i676.photobucket.com/albums/vv128/xpod1/cp_glacier_b10002.jpg[/IMG] Did it again... It happens when you're on fire and jump straight down into the water. These were taken under that wood bridge leading [i]down[/i] to B from C. [IMG_thumb]http://i676.photobucket.com/albums/vv128/xpod1/cp_glacier_b10001.jpg[/IMG_thumb] This is just my favorite part.
*puts on his server rotation*
[QUOTE=xpod1;15928091] [IMG_thumb]http://i676.photobucket.com/albums/vv128/xpod1/cp_glacier_b10001.jpg[/IMG_thumb] This is just my favorite part.[/QUOTE] Agreed, that ship is fucking awesome. [editline]12:19AM[/editline] Ah fuck, you can see me getting headshoted in that pic :argh:
Haven't played it myself, but I saw my brother playing it. It looked awesome, he was [CcC] Supersausagedog. The CTF map looked kinda dumb though. It looked awesome except for the invincible infinite ammo sentries that kill you whenever you cap. Kinda puts me off capping. Dunno where I'm meant to post about that map so I'm posting here, sorry. I'll give you my crits for [I]your[/I] map when the server fills up and I'm about.
[QUOTE=rosthouse;15928161]Agreed, that ship is fucking awesome. [editline]12:19AM[/editline] Ah fuck, you can see me getting headshoted in that pic :argh:[/QUOTE] I wasn't talkin' aboot the boat. :frogbon: Ahaha. [editline]06:41PM[/editline] [QUOTE=DementNeo;15928253]Haven't played it myself, but I saw my brother playing it. It looked awesome, he was [CcC] Supersausagedog. The CTF map looked kinda dumb though. It looked awesome except for the invincible infinite ammo sentries that kill you whenever you cap. Kinda puts me off capping. Dunno where I'm meant to post about that map so I'm posting here, sorry. I'll give you my crits for [I]your[/I] map when the server fills up and I'm about.[/QUOTE] You AND your brother piss me off, you know? The sentries are because you're in the enemy base. you'd die anyways.
I dislike the idea of reverse capping
[QUOTE=xpod1;15928497] You AND your brother piss me off, you know? The sentries are because you're in the enemy base. you'd die anyways.[/QUOTE] We do? How?
You just make posts that annoy me. He fucking ninja rockets.
Thanks mate.
Cool looking map, man. Gonna try it out
Thanks for the images xpod! I'll see what's causing it. Also, ctf_aurora is pretty fun once you get some teamwork going, you guys should give it a second chance if you haven't already :)
Here's the changelog for beta 2 so far: [list] [*]Sewn together some displacements at A [*]Changed the doorknobs at A [*]Added more snow overlays in the skybox [*]Rescaled the BLU overlay at A [*]Rescaled the water texture in the 3D skybox [*]Fixed a missing displacement at C [*]Reshaped the angled tunnel from the blue spawn to the bridge at B [*]Fixed the kill trigger in the water at B [*]Fixed a small spot where you could build sentries on the roof at A [*]Made the inaccessible room at the blue Spawn -> A connection less distinct [/list]
[QUOTE=Acegikmo;15945741]Here's the changelog for beta 2 so far: [list] [*]Sewn together some displacements at A [*]Changed the doorknobs at A [*]Added more snow overlays in the skybox [*]Rescaled the BLU overlay at A [*]Rescaled the water texture in the 3D skybox [*]Fixed a missing displacement at C [*]Reshaped the angled tunnel from the blue spawn to the bridge at B [*]Fixed the kill trigger in the water at B [*]Fixed a small spot where you could build sentries on the roof at A [*]Made the inaccessible room at the blue Spawn -> A connection less distinct [/list][/QUOTE] I took a bunch of new screenshots for the thread, but i guess ill have to take new ones now :S
Fuck yes.
Make the water more blue, since it's from the glaciers. Join the server MAGGOTS! [editline]09:53PM[/editline] huge performance hit, I think it's the water splashes [media]http://img189.imageshack.us/img189/8424/cpglacierb10000.png[/media] [media]http://img189.imageshack.us/img189/5826/cpglacierb10001.png[/media] Note the FPS
[URL=http://img5.imageshack.us/i/plrpipeline0000.jpg/][IMG]http://img5.imageshack.us/img5/7254/plrpipeline0000.jpg[/IMG][/URL]
[QUOTE=Cidem;15946923]I took a bunch of new screenshots for the thread, but i guess ill have to take new ones now :S[/QUOTE] If there's anything that's not on the list that you noticed; go ahead and post it :) @ Me0wmix: I get that too; no idea why it happens Anyway, I'm going to try to get some people to se server now! Join in if you've got some time over for some TF2 :)
[quote]- Capture zones are too small, especially at A and C A demoman can pretty much clear the entire thing with a single crit sticky slightly enlarge the trigger and put some extra hazard stripes on the floor - Forcing commands clientside is generally a bad idea in a multiplayer game, and it gets annoying after a while (The "help" when falling underwater) - The trigger_hurt in the water is too thin, a deadringer spy can easily bypass it and run out of the map - Nice use of the teleporter particle on the points - You should make the breakable icicles into func_illusionaries instead - The dump truck near A is floating - At C, you shouldn't use two similar ambient_generics when there are two driplet particles near eachother, it makes a small annoying echo. One between each will be enough. - It was a shame not being able to climb up the B tower, I'm sure it would be a great spot for snipers [/quote] Basically what I said on steam forums Still, congratulations!
[QUOTE]Thanks for the feedback! I've already fixed the hurt trigger and the dumptruck. But I'll look into the other things as well.[/QUOTE] Basically what I said on steam forums Still, thanks!
[img]http://www.facepunch.com/fp/emoot/smug.gif[/img]
Okay, after seeing competitive 6vs6 matches, it seems it isn't possible to balance A and B. It seems to work great in public servers, but not competitively. I think this could be because the defense on A relies quite alot on engineers doing a good job. But in competitive play there aren't many engineers as far as I know. It was basically just bad planning on my part. Looking at the layout of the map now, it's easy to see that I didn't think of my goal when I made it. [img]http://files.getdropbox.com/u/99714/glacier%20layout%20review.jpg[/img] The distance from red's spawn to B is alot shorter than that from red's spawn to A. See the green arrows marked A and B. If the spawn was rotated in a way that the red arrows maked D shows, people would be more drawn to A as it becomes closer to them. The whole cap A area is rather distant compared to the other areas, moving it close to the other ones would make the map seem more complete. See the yellow arrow marked C.
I agree about the changes that lead people to A instead of B but I don't think that because competitive players barely play engineer you should modify B. It's their fault for not using one of the game's classes. TF2 was designed so in a team of 12 you should have at least 1 of each class and the maps are made for 24 players, you can't expect it to be fair and balanced for 6 players where 3 classes are left behind, sometimes 4 because you have 2 soldiers.
Maybe increasing the Cap speed on B can help balance it some. A caps slow and it takes a while to get to it for defense, allowing level 2 to be built = double offense If any time BLU loses, it's because of B not capping and A not having defense.
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