cp_blackmesa_combat_alpha2

Dragonhill

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Hola all,

i took some of the comments from alpha 1 and incorporated some things i wanted to address also,, so now we have an alpha2

steve is now in map
spawn teleports now have a visual fx (yellow lightning)
another head crabs wanders about
new center room with water (acts as vent connector)
removed freeze tubes fro spawn,,next version will have players spawning outside and then running into facility

i'm hoping for a test tonite after 10pm est

i will also anounce it via stream friends

map is zipped, so unzip in maps folder..

map can be found
here.

new cp_bca_2 (same map, smaller name)

map can be found
here.
 
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Ah Dragon - you never cease to fail with your awesome mapping - bravo and brava sir, bravo and brava!
 
The new Steve room is excellent. its much better than the elongated vent that was there in alpha 1. I also love the lazers and extra headcrabs. However, now that the staircases to the old point A have been removed, the walls outside the 2 cp's seem very plain. Maybe they could be brightened up a bit with images like the ones on the walls of the cp's. Either way, I'm really looking forward to seeing what the next version is like.
 
ook,,looks like we may be having troubles getting a dedicated server running..map wont load...
this is not good
~D
 
Yeah, not sure whats wrong dragon, got the maps uploaded to the server without issue, however they will not load. Havent done any thing different to uploading any other map so I hope you can find out whats going on. I am itching to try this out on server !! Perhap its just too awesome :P
 
Yeah, not sure whats wrong dragon, got the maps uploaded to the server without issue, however they will not load. Havent done any thing different to uploading any other map so I hope you can find out whats going on. I am itching to try this out on server !! Perhap its just too awesome :P

Perhap isn't a word. :P
 
zerg was able to fire it up on his server and i have it running on my 2nd puter..so so far it's just the mental clinic that cannot run it.

we had 4 players running around..map plays,,but we had ALOT of packet transmissin around several areas..i am going to look into optimizing these areas..funny thing is..blackmesa final has similair issues after i went back and too a look.

head crabs curently can be hurt by rockets but not gun fire..i need to fix that

i was happy how no one noticed at first you do not need to jump to get into vents..

~D
 
Few things I want to mention.

Combat will be such a sniper fest. Seriously. Basically, there's 3 places to advance. Left side, right side, middle. The left and right have been popular sniper spots in BM Final already. The middle part has near perfect spots for snipers to aim at anyone trying to come from either vent on the opposite side.

The whole middle area... I dont really like it. Unless you're a scout, soldier or a demo, it'll be rough to go through that area. A lot of walking, then climbing the steps before you get up to the opposite side. There's no cover to take there from attacks from above really.

Then again, I dont have any good ideas on how to improve it either. =/ But yah.
 
something i have noticed..

if any map allows for a sniper to shoot long range it will get labeled "sniper fest"

prob is,,the game allows for that class,,designing any map with no long range gimps that class.. which currently i'm not trying to do

the center section is to allow players a way BEHIND the snipers..hench,,stop the sniper fest.. not short of teleporting you right behind a sniper the center room is the next best thing (making you work for it)

as for lots of running,,there are a few tricks.. one, you do not have to run down your stairs,,just jump off onto enemy side..THEN run up their stairs

took me 25 seconds as scout to get to sniper that way
(respawn in 2fort is 20)
very fast actually
Few things I want to mention.

i also added some freight onto the freight elevator..gives partial cover in that area

Combat will be such a sniper fest. Seriously. Basically, there's 3 places to advance. Left side, right side, middle. The left and right have been popular sniper spots in BM Final already. The middle part has near perfect spots for snipers to aim at anyone trying to come from either vent on the opposite side.

The whole middle area... I dont really like it. Unless you're a scout, soldier or a demo, it'll be rough to go through that area. A lot of walking, then climbing the steps before you get up to the opposite side. There's no cover to take there from attacks from above really.

Then again, I dont have any good ideas on how to improve it either. =/ But yah.
 
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