View Poll Results: What should this map be called?

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  • I like the name cp_escapist, don't change it.

    3 20.00%
  • I think the new name, cp_triumph is superior.

    2 13.33%
  • I think the old name, cp_triplet is the way to go.

    10 66.67%
  • None of the above, see my post for suggestion...

    0 0%
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Thread: [WIP] cp_triplet (FKA escapist)

  1. #41
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    Re: [WIP] cp_triplet

    Quote Originally Posted by Boylee View Post
    Well, well, well, good news all round, health and ammo placement was going to be the next line of questioning.

    Thanks for clarifying Wordsmith, I understand perfectly what you mean now.
    As for the snagging doors, I just need to set the door prop back into the doorway a little.

    Looks like I can start adding the first detail and texture passes then.
    Next release I hope to have mostly textured (base textures at least) and the changes mentioned here implemented.

    Good stuff guys, I would thank all of you but the post thanks is still playing up.
    Hey man, how's it progressing?

  2. #42
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    Re: [WIP] cp_triplet

    Quote Originally Posted by thewordsmith View Post
    Hey man, how's it progressing?
    Yeah pretty good, nearly done on the next release.

    btw, I checked and it wasn't adding 10 minutes to the timer after capping the middle point, it was setting the timer to 10 minutes remaining. I think this mechanic is much better than adding time after each cap, but I'll bring it down to 7 minutes instead.
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  3. #43
    Greater crested hermit ninja Boylee's Avatar
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    Re: [WIP] cp_triplet

    Ok you can grab A3 here: http://dl.dropbox.com/u/1766697/trip...let_a3.bsp.bz2

    Quite a major update this one, I've incorporated all the feedback given recently and I've completed the first texture pass and the first basic detailing pass.

    I'll stick screenies and what-not up tomorrow but it's getting late here and I want to squeeze in a couple of rounds of BC2 before bed.

    Oh and it's also on the maplab and the special server.

    Enjoi.
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  4. #44
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    Re: [WIP] cp_triplet

    Quote Originally Posted by Boylee View Post
    Ok you can grab A3 here: http://dl.dropbox.com/u/1766697/trip...let_a3.bsp.bz2

    Quite a major update this one, I've incorporated all the feedback given recently and I've completed the first texture pass and the first basic detailing pass.

    I'll stick screenies and what-not up tomorrow but it's getting late here and I want to squeeze in a couple of rounds of BC2 before bed.

    Oh and it's also on the maplab and the special server.

    Enjoi.
    Ok, I've had a quick flick through with bots, couple of bits leap out:

    1) Nice work with the texturing
    2) The mesh under the central point- I think it needs to be taken down to be honest. That space under the point is the main fighting area, no-one wants to be out in the open on point
    3) The Base point is still not covering the whole platform, the point needs to be flush against the wall
    4) I think the covered base-exits encourage turtling again, although that might just be my crap spy-skills.

    That's about it until we can get live testing in

  5. #45
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    Re: [WIP] cp_triplet

    OK cheers.

    I agree that the mesh under the central point may not be a good idea so I'll recompile with that removed. I'm loathe to make the cap area in the middle as it's already very large by any map's standards. I'm sticking to my guns on this one. See how it plays before we declare that it's no good.
    As for the spawn points, I would hope that a 3v3 game would all but eliminate turtling, with such small player counts the goal should always be to clear threats and make a move on the next point. Let's get a playtest of the next revision and see how they work.

    Edit: Alright, I'll make it a little bigger, but it's not going up to the walls.
    Last edited by Boylee; 14-03-2010 at 07:12.
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  6. #46
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    Re: [WIP] cp_triplet

    A3a is up! Go Go Go!

    Link & screenies in the first post: http://playstuff.net/showthread.php/...ll=1#post25613
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  7. #47
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    Re: [WIP] cp_triplet

    Quote Originally Posted by Boylee View Post
    OK cheers.

    I agree that the mesh under the central point may not be a good idea so I'll recompile with that removed. I'm loathe to make the cap area in the middle as it's already very large by any map's standards. I'm sticking to my guns on this one. See how it plays before we declare that it's no good.
    As for the spawn points, I would hope that a 3v3 game would all but eliminate turtling, with such small player counts the goal should always be to clear threats and make a move on the next point. Let's get a playtest of the next revision and see how they work.

    Edit: Alright, I'll make it a little bigger, but it's not going up to the walls.
    I don't mean make it bigger, I mean the points outside spawn. As you come out of the ground level spawn, off to your left is the point, open on 2 sides and big walls on the two sides. I'd like the point moved back so that it's flush with those walls, if you need to leave a gap then leave it on the front edge, closest to spawn. Pictures if needed?
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  8. #48
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    Re: [WIP] cp_triplet

    I suppose it's like we want the last point not to be bigger, but to be equal with the whole platform - when you manage to get ON the platform, you're blocking the cap. (because you always know when you fall down from the platform, instead of stepping too far away, so you know when you don't block it)
    Am I right, WordSmith?

    / I've just played the map, I like the new spawn exits concept. One thing I noticed - it's possible to get stuck between these new (?) trucks and walls/fences (in the corners) - perhaps it would be good to make some invisible walls there? Apart from that - that huge white building looks sad I don't know, maybe some big windows up there? Or massive sprays? BTW I really loved the design of central point ceiling
    Last edited by AngryPotato; 14-03-2010 at 20:55.
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  9. #49
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    Re: [WIP] cp_triplet

    Boylee-


    to:


    Does that make sense?

  10. #50
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    Re: [WIP] cp_triplet

    Gotcha!

    Sorry for some reason I thought you meant the middle point, my bad.
    Looks like we'll have an A3b release this evening then.

    EDIT: I'll get some player clips in behind the Land Rovers too, thanks Potato.
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  11. #51
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    Re: [WIP] cp_triplet

    Oh yeah I forgot to mention, in case anyone is interested the latest version is playing here 24/7: 84.45.84.166:27018
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  12. #52
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    Re: [WIP] cp_triplet

    Quote Originally Posted by Boylee View Post
    Oh yeah I forgot to mention, in case anyone is interested the latest version is playing here 24/7: 84.45.84.166:27018
    Hey man, not pressuring or anything, but have you got a new version ready? Tourney starts 2 weeks today.

  13. #53
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    Re: [WIP] cp_triplet

    Just to reassure you here's a couple of screenies of detailing that's being done in hammer...




    After detailing it's on to the skybox and the soundscape and then we'll have a beta.


    Also I have an idea for a BIG decal to go on the building, so can you send me a high quality escapist logo please?
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  14. #54
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    Re: [WIP] cp_triplet

    Oh lawdy I need some sleep. Remind me never to agree to make a map in such a short time-frame again.
    Here's some screenies of progress (once again they were taken in Hammer so apologies for the shitty quality, I don't have time for full compiles at the minute).







    I'm nearly there though. Here's a breakdown of where I'm at with it all:
    [code]
    Layout: 100%
    Detailing: 80%
    Clipping: 80%
    Soundscape: 100%
    Skybox: 100%
    Optimisation: 50%[/layout]

    I know that looks a bit scary but bear in mind that it was only ever going to be beta for the comp, and most betas are about 50~75% done on all counts.
    I'll do a compile tomorrow evening after work when I've done a bit more detailing and clipping and I'll post it up here.
    What time does the tourney kick off anyway? The reason I ask is because, for once, time-zones should be on my side. If it starts on Saturday evening then I'll have all of Saturday to make any final adjustments.

    Edit: Thinking of changing the name but I can't decide what to. Think my main choices are cp_escarpment, cp_triumph or cp_escapist. What do you think?

    Edit edit: Just realised I need more overlays and signs too. Just a note to self really.
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  15. #55
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    Re: [WIP] cp_triplet

    I feel ashamed that I still haven't played this!
    Loving how it looks

    And I like the sound of cp_escapist. Might be the most fitting name too
    Last.Played


  16. #56
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    Re: [WIP] cp_triplet

    Quote Originally Posted by Boylee View Post
    snip
    If you ever have the misfortune of meeting me, I owe you the largest beer I can lay my hands on What's the time difference like Korea - BST?

  17. #57
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    Re: [WIP] cp_triplet

    KST (Korean Standard Time) is GMT+8.

    I don't suppose you have access to ZP t-shirts do you? I've always had a hankering for a "Pants-on-head retarded" tee.
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  18. #58
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    Re: [WIP] cp_triplet

    Quote Originally Posted by Boylee View Post
    KST (Korean Standard Time) is GMT+8.

    I don't suppose you have access to ZP t-shirts do you? I've always had a hankering for a "Pants-on-head retarded" tee.
    Sadly, whilst I'm an admin, I've been promoted from within the ranks, I'm not actually paid by Escapist.

    That said, I think I can call in a few favours if you're serious?

    I've got the day off today (bank holiday *fistpump*), so I'll likely be on Steam if you want to yell me about anything. Slightly hard to believe after all this planning, the thing starts tomorrow....

  19. #59
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    Re: [WIP] cp_escapist (FKA triplet)

    Ahem, shameless copy pasta from the first post:

    BAM!

    CP_Escapist
    Current version: B1

    Formerly known as cp_triplet



    A simple 3 cp layout, with very simple routes but still a little room to maneuver. Very rough stage here so I'm looking for feedback n game changers, i.e. routes, spawn times, cap times, spaces, etc. Never mapped for such small player counts before so I'm mostly making it up as I go along. I hope you like it. Okay, here's B1. She may be a little sketchy in a couple of places, I've been working like a dog over the last week to get it ready, but there shouldn't be any major bugs. Because of this the kind of feedback that I need now is in the form of screenshots of bits where there are mistakes or comments on areas that need better optimisation or lighting. Also the sooner the better as this is going into the escapist 3v3 tournament today!


    Download: link


    Screenshots:
    Spoiler: Reveal

















    Changelog:
    Spoiler: Reveal
    Code:
    A2 released
    + Added upper route from spawn out of team base (with route up from ground level)
    + Added upper level in central cap building
    + Added routes around sides of central building
    + Playerclipped the tops of the buildings
    + Added spectator cams
    + Moved a few doorways and tweaked some displacements
    
    A3 released
    + Added cover to one exit from spawn and added an alternate covered spawn door
    + Flipped geometry in left-hand route from spawn to mid
    + Increased cap area size on middle point
    + Changed timer reset on middle capture from 10 minutes to 7 minutes
    + Added basic detailing throughout (roof shapes, gantries & stair-sets)
    + Completed first texture pass
    
    A3a released
    + Further increased size of middle cap area
    + Removed wire fence from section under gantries at mid
    
    B1 released
    + Increased size of base cap areas
    + Added out of bounds areas
    + Added skybox
    + Added soundscape
    + First full detailing pass complete
    + First full lighting pass complete
    + First full optimisation pass complete
    Last edited by Boylee; 03-04-2010 at 18:39.
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  20. #60
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    Re: [WIP] cp_escapist (FKA triplet)

    It is looking awesome!

    Wicked stuff Boylee!

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