cp_blackmesa_combat_alpha

Dragonhill

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ok folks, here it is

this is an alpha to test the head crabs walking around and the player spawn teleporter..it also has a revamped sucktion vent room and added paths

please take a look and tell me you impressions.

i'll start working on barnicles right now

map can be found
here.

it is zipped up this time. please unzip and place in you maps directory.

~D
 
Concerns:
  1. The teleports do not appear to be random: blue one sent me to bottom of stairwell every time, red one sent me into the first point right outside spawn.
  2. There's still a vent opening in the teleport room, but no way to jump up to it short of a rocket/sticky jump.
  3. The one turn in the central vent that leads to that dark corner with the vent grate that cant be broken: might confuse people, will definitely make for an even worse camping spot than regular mesa already has

Suggestions:
  1. Set rigger_stun's stun type to the Fear one used in koth harvest and enable the particle effects. You can always make a simple custom crab decal to replace the ghosts that circle someone's head
  2. Add triggerable entities to crabs: custom sound to the crab perhaps, if the stun type remains the same... dynamic light entity to follow it maybe or a very faint glow sprite, to make it appear to have a radioactive glow
  3. Remove vent exit from spawn or add back in a way to climb up to it
  4. Convert dark dead-end vent section to just a small recess like blackmesa's vents currently have (with the fan in the wall) or make the vent breakable so it leads somewhere, perhaps to the top of the "iron horse" spot or whatever it is above the platforms that dont move anymore
  5. Maybe add a triggerable sound of some kind (buzzer, alarm) to the suction vent and a dynamic lighting system: person gets sucked up into the vent and dies, spinning red light toggles on and loud buzzer sounds, resets to normal lighting a few seconds later.
 
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guess i should be more clear..this is alpha..i have not placed all the spawn locations yet

also,,keep trying .."random" when there are only 3 destinations is a weird thing.. i'll be placing more for the final and then weighting them so players have high % spawn near home.. low % to spawn near enemy base,,this promotes using real teleporters to win.

as for the vent in the right room,,that room still needs a treatment..it will not stay as a storage room,,it will look like a lab, the jury is still out about leaving that vent up there as it is really not used much AND no spy can sap a sentry up there (short of getting blasted up there by the enemy,

as for camping in the vents..you need to wait,,mr crab comes along and will scare campers. will be funny watching a heavy/medic combo run away from a head crab

as for the head crab scare.. i'm not sure that can be replaced. i was ultimately thinking of slapping a head crab on your face.

also,,the crab DOES trigger his alert sound when he scares you,,purhapes that was too low for you to hear?

Concerns:
  1. The teleports do not appear to be random: blue one sent me to bottom of stairwell every time, red one sent me into the first point right outside spawn.
  2. There's still a vent opening in the teleport room, but no way to jump up to it short of a rocket/sticky jump.
  3. The one turn in the central vent that leads to that dark corner with the vent grate that cant be broken: might confuse people, will definitely make for an even worse camping spot than regular mesa already has


btw,,you CAN escape the suktion vents.. go ahead,,give it a try
Suggestions:
  1. Switch trigger_stun's stun type setting to the one used in koth harvest (2 i think it was). Can always make a simple custom crab decal to replace the ghosts that circle someone's head
  2. Add triggerable entities to crabs: custom sound to the crab perhaps, if the stun type remains the same... dynamic light entity to follow it maybe or a very faint glow sprite, to make it appear to have a radioactive glow
  3. Remove vent exit from spawn or add back in a way to climb up to it
  4. Convert dark dead-end vent section to just a small recess like blackmesa's vents currently have (with the fan in the wall) or make the vent breakable so it leads somewhere, perhaps to the top of the "iron horse" spot or whatever it is above the platforms that dont move anymore
  5. Maybe add a triggerable sound of some kind (buzzer, alarm) to the suction vent and a dynamic lighting system: person gets sucked up into the vent and dies, spinning red light toggles on and loud buzzer sounds, resets to normal lighting a few seconds later.
 
i dunno. i got the sandman stun rather than the fear/elimination stun, no particle effect and no sound.

and yes, i get what an alpha is... its meant to raise questions/suggestions. just wanted to make sure those things were still being considered. i was just under the impression you had the randomness setup already with the teleport, not 1 destination. thought that was what we were testing with this
 
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Looks good, but the fact that the stairs lead to no-where kinda threw me off.
I definitely like how the fans in L and C work now. And the vents seemed a little dark, compared to BM_final.

One thing I'd like to see changed is a way to get up to the top level in the tele room, just for another way to ambush would-be spawn campers...

Can't wait to see barnacles (hoping for them in Ironhorse area) and to see this on a server of course.
 
I really like wht I see so far. I love how you've put the scare effect into the moving headcrabs, and also how you've made the vent rooms more dangerous now they lack a cp. One thing I didn't think was of much use, was the staircases that went down to A. They still go right down to the bottom, but lead to a dead end. I don't see such a large 'out of the way' space being of any use in a 2 Cp map. Regardless of that, I really love what its like so far.
 
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this is where one of the eam teleport spawns drops players..steve will also be put here


~D

I really like wht I see so far. I love how you've put the scare effect into the moving headcrabs, and also how you've made the vent rooms more dangerous now they lack a cp. One thing I didn't think was of much use, was the staircases that went down to A. They still go right down to the bottom, but lead to a dead end. I don't see such a large 'out of the way' space being of any use in a 2 Cp map. Regardless of that, I really love what its like so far.
 
I really like the idea, love that you've made the crabs a danger to the player not vice versa and I think...who really bothered going down to A anyway (jokes)

I do seriously think that the caps need to take longer to cap though
 
Likes:
1.The random teleports and the effects it makes when you teleport.
2.The new vents on the points, should be easy to kill people as an airblasting pyro now.
3.Headcrab in vents.
4.new way to get to enemy base through vents.
5.Blast doors can now be opened by both sides.

Dislikes:
1.Stairs that lead to nowhere.
2.Vents that lead to nowhere.
 
Dislikes:
1.Stairs that lead to nowhere.
2.Vents that lead to nowhere.

Yeah, the stairs will be a distraction for those who are used to always sneaking down there to get to the other base/the other point. My suggestion would be to build a walkway where the stairs are, to add another way into their base. So aside from the main vents upstairs, you'd have vents downstairs, plus you'd be putting the other vent to good use.

Just a thought. I like the map otherwise, though.
 
i might be removing the stair well

no additional means to opposite base will be made..why?

want to keep the teams together

and simpler means easy to learn by noobs

might change center vents to look lik maintanence tunnels..help break up confusion

~D

Yeah, the stairs will be a distraction for those who are used to always sneaking down there to get to the other base/the other point. My suggestion would be to build a walkway where the stairs are, to add another way into their base. So aside from the main vents upstairs, you'd have vents downstairs, plus you'd be putting the other vent to good use.

Just a thought. I like the map otherwise, though.
 
So, is anyone hosting this on a server? I'd rather test it out with people rather than on my own or with bots.
 
i like the map a lot :D tele was working fine for me, but there was one thing i didnt like.
it was the air vent that brought u up from a to l or c, i dont like how u can fall in there and then just be stuck down there. there are noobier players who dont know kill in console and just might be a burden :P thats just imo
 
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