[QUOTE=Me0wmix;15947330]
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[/QUOTE]
You're dead, it doesn't matter.
[QUOTE=xpod1;15957678]You're dead, it doesn't matter.[/QUOTE]
Happens when you shoot point blank at water, too. Just the new particle effects, is all.
Is "The Fort" still in it?
[QUOTE=Acegikmo;15955876]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.[/QUOTE]
That sounds like it would work out well. No harm in testing right?
Anyway, I agree with hell-met on making the cap zones larger, that would help things a out on B a lot too. I think those 2 changes would be really all you need to balance the map, but that's just a guess.
[QUOTE=Campin Carl;15958376]Is "The Fort" still in it?[/QUOTE]
Kind of. There's a hole there where you can stand, but it's not as hidden and not as dangerous.
[QUOTE=GetCatTonight;15958480]That sounds like it would work out well. No harm in testing right?
Anyway, I agree with hell-met on making the cap zones larger, that would help things a out on B a lot too. I think those 2 changes would be really all you need to balance the map, but that's just a guess.[/QUOTE]
The harm with testing that is that it would require alot of changes to the map; especially now that it's beta. It'll probably go for a proper balance for casual players rather than competitive players.
And what I like about having small capture zones is that one demo or one soldier can easily stir the hive if you know what I mean. It usually leads to lots of action and exciting overtime battles on the point. But some people think that's a bad thing, like you. Not sure if it's anything I should change.
Expand the capture zones a little bit.
[QUOTE=Acegikmo;15964599]And what I like about having small capture zones is that one demo or one soldier can easily stir the hive if you know what I mean. It usually leads to lots of action and exciting overtime battles on the point. But some people think that's a bad thing, like you. Not sure if it's anything I should change.[/QUOTE]
You're supposed to dish out efforts to save a control point (teamwork + ubers), not just go alone and get a random critical.
[QUOTE=Hell-met;15964780]You're supposed to dish out efforts to save a control point (teamwork + ubers), not just go alone and get a random critical.[/QUOTE]
But in reality there isn't much teamwork nor ubers that are used to save a point. Even if I land a random critical at a point where 6+ people are standing (I've done this thrice) blue will still capture it eventually, since I'm usually the only one that even tries to save the point.
However, this has only happened on A. Since the path from red's spawn to B is shorter, it's easier to take it back and maintain control of the area. I'll probably increase the cap area size for B, but not for A.
The cap area for A is good, but B can only hold about four players at one time. Not to mention, B is easier to defend than A, so there should be plenty of space to dodge rockets and stickies.
[QUOTE=Yobdren;15985423]The cap area for A is good, but B can only hold about four players at one time. Not to mention, B is easier to defend than A, so there should be plenty of space to dodge rockets and stickies.[/QUOTE]
I've expanded the cap zone at B for beta 2 :)
[b]Changelog from b1 to b2:[/b]
Gameplay changes & bugfixes:
- Fixed the kill trigger in the water at B
- Fixed a small spot where you could build sentries on the roof at A
- Removed the visualizers at the bridge at B
- Increased the capture zone size at B
- Rearranged some fence sections on the B bridge
- Added a medium healthpack outside the icecave at B
Aesthetical changes:
- 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
- Made the inaccessible room at the blue Spawn -> A connection less distinct
- Completed the spiral ice ramp at C
- Added more detail in a few interiors
- Removed a rock in the 3D skybox
- Detailed the gaps on the sides of red's spawn
- Added support under the small balcony at B
- Replaced the rocks at the blue spawn with a displacement
- Made a ramp at A a bit more realistic
Beta 2 released!
[url=http://www.fpsbanana.com/maps/101085]Check out FPSB[/url] again to downlad :)
I got to looking at your other maps.
You've done quite a bit of work with these; honestly, I am IMpesssed.
I'll be looking FORward to seeing any more work from you.
[img]http://developer.valvesoftware.com/w/images/7/78/Gman.jpg[/img]
[i]Sorry, it was just too perfect to pass up.[/i]
I think you should add a fence or something around some of the pits at B, as they're easy to fall into while trying to fight. Even a small lapse in concentration and I'm in the water.
Particularly, this area here:
[img]http://img44.imageshack.us/img44/2859/dangerneedsafence.jpg[/img]
(Circled in red)
From today's update...
[quote]Added an optional per-map particle manifest called _particles.txt, which should be located in the maps directory, so map authors can load custom particle files...[/quote]
Looks like Valve granted your wish, Acegikmo. :)
Just played a few rounds on the new beta. It's pretty balanced and very fun with only 6 - 10 people.
awessome
I modified the snowflake particles I posted about in the snow environment thread.
Alpha values are expressed in an integer value from 0 to 255, where 0 is fully transparent and 255 is fully opaque.
Previously, the alpha value was randomised between 100 and 180. (As seen in the pictures)
That gives a maximum difference in transparency between the snowflakes of 80. Increasing that difference should make the snow look a bit more varied and dynamic.
So if I change the range to values between 20 and 160, the difference is increased to 140.
[b]Before:[/b]
[url]http://files.getdropbox.com/u/99714/cp_glacier_b20004.jpg[/url]
[b]After:[/b]
[url]http://files.getdropbox.com/u/99714/cp_glacier_b20008.jpg[/url]
The snowflakes should be added in the next version!
Ah, time to try this out
[editline]03:06PM[/editline]
Well they [I]look[/I] nice but the server's empty as fuck
[QUOTE=DementNeo;16154737]Ah, time to try this out
[editline]03:06PM[/editline]
Well they [I]look[/I] nice but the server's empty as fuck[/QUOTE]
Yeah, 24/7 servers usually are.
Maybe we can organize an event to get some gameplay going.
Those snowflakes look a lot less 'noisy'. Nice work man.
And yeah, an event usually gets people playing :I
How many here are interested in starting a playtest event?
I can probably bring three or four people with me, so that's 5 players so far.
I am
I'll join
Do you guys have any friends who also might be interested in testing it?
Love to join but I have to see Harry Potter 6. If you play for a long time I'll be back at about 10 (about 4 hours from now)
[QUOTE=Acegikmo;16156617]Do you guys have any friends who also might be interested in testing it?[/QUOTE]
Map looks sexy, I bet I can get Daimao to join me if you need testers.
I like your join button in the OP.
Can I join?
Of course; everyone can join!
How about an event in two hours from the time this post was posted?
curses
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