[bomb] Cunete
After quite a long break i decided to fix some of the bug's that
have been found in the past.
None of the textures/adds/items/other stuff were changed
Have fun

dl link: map_Cunete_new_002.pk3
Levelshot

Map info
Author: Anthy
Level name: Cunete!
Bsp name: Cunete
Game type: Bomb(base); ca, tdm, dm
Mini map: in
Navigation file: in
Items: in
[spoiler]
1*ws
1*quad
Armors
1*RA
2*YA
2*GA
18*shard
HP's
1*uh
2*50HP
4*25HP
19*5HP
Weapons
2*EB
1*Gl
2*MG
2*LG
2*PG
2*RG
2*RL
Ammos
3*EB
3*GL
3*LG
2*MG
5*PG
2*RG
4*RL
[/spoiler]
Textures (with materials) , shader and models are in .pk3 (free to use!)
Screenshots
[spoiler]





[/spoiler]
Additional info
Map is designed for 5 v 5 bomb, please don't flame me it can't handle 10 v 10 public games :p
Each room has a community graffiti (Woody, Dendrofil, Solomonk, etc) Nicknames from graffiti's are used as a player locations.
[spoiler]
Solomonk

Falconer

Woody

RVG

Dendrofil

Crizis

Learn_more

Gorey

Vicek

Bruns

[/spoiler]
dl link: map_Cunete_new_002.pk3
(updated 2013-03-03 22:36:37)
None of the textures/adds/items/other stuff were changed
Have fun
dl link: map_Cunete_new_002.pk3
Levelshot
Map info
Author: Anthy
Level name: Cunete!
Bsp name: Cunete
Game type: Bomb(base); ca, tdm, dm
Mini map: in
Navigation file: in
Items: in
[spoiler]
1*ws
1*quad
Armors
1*RA
2*YA
2*GA
18*shard
HP's
1*uh
2*50HP
4*25HP
19*5HP
Weapons
2*EB
1*Gl
2*MG
2*LG
2*PG
2*RG
2*RL
Ammos
3*EB
3*GL
3*LG
2*MG
5*PG
2*RG
4*RL
[/spoiler]
Textures (with materials) , shader and models are in .pk3 (free to use!)
Screenshots
[spoiler]
[/spoiler]
Additional info
Map is designed for 5 v 5 bomb, please don't flame me it can't handle 10 v 10 public games :p
Each room has a community graffiti (Woody, Dendrofil, Solomonk, etc) Nicknames from graffiti's are used as a player locations.
[spoiler]
Solomonk
Falconer
Woody
RVG
Dendrofil
Crizis
Learn_more
Gorey
Vicek
Bruns
[/spoiler]
dl link: map_Cunete_new_002.pk3
(updated 2013-03-03 22:36:37)
things to do:
- optimization :p
other than that i liked it as-is, water makes the gameplay different from other maps and the theme is "unique" setting. but damn, those fps drops :p
- optimization :p
other than that i liked it as-is, water makes the gameplay different from other maps and the theme is "unique" setting. but damn, those fps drops :p
Following the talk from screenshots thread:
I'm sure the mirrored water can stay. Focus on fixing leaks between rooms with caulk, and make the less models solid as possible. If whole rooms are models make solid, consider using the actual brushwork of the rooms.
If the water surface is very large (covering many rooms with a single brush), consider dividing it more. Use r_speeds 4 on the water and check the size. It only matters how it is after compiled, not before. Also, if it's a big one, it may be because of lack of caulking.
But I insist, the caulking and solidness of models are my first candidates.
kiki wrote:
(high profile just to show fps drop better..)
I have cl_maxfps 250, while other places run fine, at this point, fps plummets like a rocket:
I'm sure the mirrored water can stay. Focus on fixing leaks between rooms with caulk, and make the less models solid as possible. If whole rooms are models make solid, consider using the actual brushwork of the rooms.
If the water surface is very large (covering many rooms with a single brush), consider dividing it more. Use r_speeds 4 on the water and check the size. It only matters how it is after compiled, not before. Also, if it's a big one, it may be because of lack of caulking.
But I insist, the caulking and solidness of models are my first candidates.
the layout looks predestined for hint brushes
looks good, the water fits on high profile quite good, but you guys should put a better texture for the water for the low profile, I mean, k, it's meant to be low quality but even there can be done a bit :)
looks good, the water fits on high profile quite good, but you guys should put a better texture for the water for the low profile, I mean, k, it's meant to be low quality but even there can be done a bit :)
i guess smudging and darkening the low texture would do the job :)
I think the water is dark enough..

no seriously. I like what i seen yet.
Just 2 Issues:
1. Already mentioned, fps-drops right in front of spawn.
2. I sometimes feel claustrophobic in that map..
--
btw Can someone help me with this texture issue I seem to have?

no seriously. I like what i seen yet.
Just 2 Issues:
1. Already mentioned, fps-drops right in front of spawn.
2. I sometimes feel claustrophobic in that map..
--
btw Can someone help me with this texture issue I seem to have?
I walked around the map and found it very grey (I got picmip 16
tho, but you need to consider people having picmip > 0 in a
heavy customized game like Warsow).
#1 Water looks grey, too. :p

#2 "Too grey" examples:

#3 What's about this billboard / mirror?

#4 Huge fps drops in this area

This is a strict 2-level-map so far and I suspect a lot of nade spam near the ladders and a lot of plasma/rl spam in the narrow corridors. This won't be a rush/movement based map due to blocking in corridors, too. Slower gameplay compared to other maps might be interesting, however.
Suggestions
- Add something in the center of the bombspot A room, like a fountain, a broken pipe, that allows trick jump possibilities and adds to the theme. So far the trickjump ledges (wooden boards) are only standard but nothing special (like we have them on shepas for example already)
- Change ladders so, that you don't climb up with your back against the room. Bit difficult to explain but since you can't climb up ladders when going backwards you have a double-disadvantage when facing a corner (movement-restriction on ladder plus the non-view of the room). See screenshot #2 for the ladder I'm talking about
More as soon as we played it in pickups.
#1 Water looks grey, too. :p

#2 "Too grey" examples:

#3 What's about this billboard / mirror?

#4 Huge fps drops in this area

This is a strict 2-level-map so far and I suspect a lot of nade spam near the ladders and a lot of plasma/rl spam in the narrow corridors. This won't be a rush/movement based map due to blocking in corridors, too. Slower gameplay compared to other maps might be interesting, however.
Suggestions
- Add something in the center of the bombspot A room, like a fountain, a broken pipe, that allows trick jump possibilities and adds to the theme. So far the trickjump ledges (wooden boards) are only standard but nothing special (like we have them on shepas for example already)
- Change ladders so, that you don't climb up with your back against the room. Bit difficult to explain but since you can't climb up ladders when going backwards you have a double-disadvantage when facing a corner (movement-restriction on ladder plus the non-view of the room). See screenshot #2 for the ladder I'm talking about
More as soon as we played it in pickups.
isn't it actually the aim of picmip? i mean i tought ppl use it to
have more contrast... (players/world)
^Yes and it is not right to build maps with "pro"- or
"competitive"-players in mind. This map imo has a good chance to
get into the wsw-client so it perhaps will be played by beginners,
they don't use picmip and i'm shure that lots of normal wsw-players
don't eighter, so making a map with lots of gray is ok, the
picmip-players decidet by themselve that they want contrast and
here it is ;).
Peace
Peace
That's right, the purpose of picmip is to have a higher contrast
between world and player. But that doesn't mean the colors of walls
and floors need to be almost the same. I don't want to hijack this
thread to have a discussion about why a customizable
eSports-orientated game should address both beginners and "pro-"
players but please look beyond the rim of your teacup, WTFProoF.
For Anthy it's important to have his map playtested and that is
done by mostly experienced and active players (= picmip might
occur!) during pickups. As soon as gameplay balancing is done the
polishing can begin (and that means nice visuals for beginners,
too).
loki, I think #3 might be because you don't have the billboard
shader/texture (he's using 0.55 material)
loki, the water looks grey with picmip cause you don't have the
texture ;)

