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> Bg_creekbed
Forlorn_Hope
post Nov 5 2011, 06:59 PM
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So, I decided to teach myself how to map over the weekend, and here is my first map, bg_creekbed!











Download bg_creekbed_v4


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irish_thomas
post Nov 6 2011, 09:36 AM
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why?
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Looks cool, was that the map we played on yesterday.


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James Asner
post Nov 6 2011, 04:56 PM
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Good map. The only issue I have is the bridge. I stutter when I walk on it. I've had this issue with brushes that are angled below a certain degree.


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AngryIRSAgent
post Nov 6 2011, 09:16 PM
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Those are some low frames....


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Forlorn_Hope
post Nov 6 2011, 09:55 PM
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As in, low FPS? jackx and Churl both had no problem with the map in it's 4th rendition :P


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"There will be no more naked sunbathing." An actual rule for the base I was on, in the middle of Afghanistan.

"Forlorn basically said everything right." Codename:V
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Nathan Hale
post Nov 7 2011, 01:34 AM
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I still think the lighting looks similar to what you might see in a parking lot at night-- you get bright light but very sharp, dark shadows. It doesn't have the blended feel of natural daylight. I don't consider this a major issue, just an atmosphere one. The structure of the map is fine for a KOtH experience. It plays pretty nicely for me.


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NegIon
post Nov 8 2011, 05:05 PM
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Map looks awesome, the textures look great. Love the fog effect and the rest of the level looks great. Like Nathan Hale said the lighting is key part of this map. Great job.


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Koach
post Nov 22 2011, 05:58 PM
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Bugger you.
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liked how it's shooting oriented rather than a melee fuckfest like other maps.

btw, are you supposed to be able to cap the bridge from below it?


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Plexi
post Nov 22 2011, 08:06 PM
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QUOTE (santi koach @ Nov 22 2011, 07:58 PM) *
liked how it's shooting oriented rather than a melee fuckfest like other maps.


I guess it depends on the players. I kept slaughtering several people near the bridge.

It was pretty funny map with the ticket mode, even though at first glance it looked like pretty poor designing.


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Forlorn_Hope
post Nov 22 2011, 08:40 PM
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I'll elaborate on this map some more:

My initial goal with it was to make a map that forces people into a skirmish, not just enforced choke points in strategic areas. That's why the spawns are actually spread out across the back of each side of the map. I put in a flag in the middle to offer it as a way for a team to drain the other side of tickets faster. Wanting to expand upon that, I'd like to get the creek bed itself as two distinct cap zones, both of which need to be capped to start the enemy ticket drain.

As it stands, the 6th (and final?) iteration of the map has a better skybox, a little more cover leading up to the bridge, and the creek bed itself is the cap zone for a "Windward" and "Leeward" pair of flags. The problem is, and the reason I've yet to publish it, is because for some reason flag_trigger isn't working as intended on this map, and seemingly this map alone. In fact, it will treat the flag as having one less person on it than it actually does. For example, if 2 people are capping the flag (as it is a 2 man cap), it will cap, but do only 1/2 overload. If that one person happens to die, regardless of if the 2nd person is still in the zone, the flag will be uncapped. (It IS supposed to uncap on death, but only after ALL the cappers are dead.) In a particularly game-breaking problem, if only 1 v 1 is playing, the flag will keep capping and automatically uncapping itself because on the capture sequence, it will treat that flag as having 1 less person on it than it does (which drops it down to 0.)

Any suggestions as to come over this (seemingly) final hurdle would be much appreciated.


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"There will be no more naked sunbathing." An actual rule for the base I was on, in the middle of Afghanistan.

"Forlorn basically said everything right." Codename:V
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gRanTeLbArT
post Nov 22 2011, 08:57 PM
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Well, I guess not using the overload thing would be a workaround. I am unsure as of why this doesn't work, but I have to admit that I barely use uncap on death.


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Koach
post Nov 27 2011, 04:00 AM
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Bugger you.
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i must admit i find this map beautiful, i love almost every part of it. however, i find the creek a little too symmetrical and straight. i mean, a creek would normally look like this:


This post has been edited by santi koach: Nov 27 2011, 04:01 AM


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