Dragonhill releases beta map!

Dragonhill

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Hola everyone,

ok, heres the beta release of cp_combat. it WAS cp_blackmesa_combat but i decided to remove the blackmesa part. this map plays and feels different..and it helps avoid cofusion anyways.

i am including screen shots. This is meant to be a tuning test. i will be changing mine damage. mine placement, health and ammo pickups plus possible capture time changes. these changes are based on everyones feed back. this map is not supposed to play like blackmesa final..matchs should be quicker.

i also plan to make a ctf variant of this map too.

map can be found
here.
 
Wow! That looks really nice! Definitely gonna be trying it out! Can't wait to see the finished product too!
 
looks fun can't wait to play it! Will there be a testing of it on the fun server or at an event?
 
might have to come back to TF2 and try this map out Dragonhill it looks great....you should do this for a living hehe......
 
Doesn't seem intentional, more of a case of me exploring too much...

As a Scout, you can get trapped on the other side of the fence at the spawn area. It looks like you need a double/FAN jump to get on top of the ledge above the trucks, and you can jump over the fence and land. Nowhere to go, no way out except by killing yourself.

Figured I'd mention it. No idea if you even want to fix that DH, as those of us (see: me) stupid enough to get caught on the other side deserve to be stuck there :P
 
Looks nice - screen 3 looks straight out of Black mesa! :O
 
There are underwater tunnels!
The water is friendly! (except for STEVE)
I love that the head crabs make you scared and not die!
Great ideas!
Keep up the good work DragonHill!
 
I really like the additions, especially the soldier/demo only vent connecting the area outside the spawn to the cp.
One thing I noticed though, was that you could open the other teams spawn doors; you can't pass through, but it could still lead to some annoying demo and heavy camping.
 
I love it Dragonhill :D
but would black mesa map still exists (cp_blackmesa) even if u still put cp_combat?
 
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Yeah... Now it's even a worse camping place than before, even with two exits. xD (Then again, the teleport that was talked about before isn't there as far as I know.)

I dont like the vents now. There's basically only one entrance to your side of the vents, the longer one that stretches from the suction vent room all the way to the blastdoor on the other side, and that's right in the middle of the map. From what I can see, those will be really hard to defend when people can't get there fast, especially engies. Jumping in the suction and using that route to get there can be risky at first with the mines, and probably even slower. They only really serve as an attack route to the other base now. =/

Otherwise I'm liking what I'm seeing so far. The "spawn area" does need to be stretched further to where the med cabinets are so that you can change classes more quickly if needed. I'm sure you'll work on that later on.

Oh, also, now that the suction vents dont kill you, it'd probably be cool to have some kind of a vent to crawl into at the top of them that leads somewhere near the other teams cap. Just like a stretch of vent and then a straight drop, so you'll lose health if you go there and drop down.
 
There's no place for sniper. At the place where "A" used to be, is too small.
I already had a post that said it was awesome.
It still is.
I just noticed this though.
 
Dragonhill is an illeist. Thereven approves of this.

Anyway, just looking at the photos, you did a much better job at the lighting. Very moody and evocative.
 
Dragonhill, there are some parts(I forget if they were in the spawn or outside) that you blocked off that are potentially camp-full-o-nades/rockets places. Why must you put the invisible wall!?!?
 
A few foreseeable problems:

  • The ENEMY can open YOUR spawn doors.
  • Two very campable spawn doors with no alternate exits.
  • A few too many trip mines, just seems like that with Blackmesa so susceptible to demo campers, the mines and lasers make it worse, and even if there are no demos, it feels like you're still being camped.
  • Snipers and scouts just got shafted.
  • The lasers may end up causing a huge traffic jam in their hallways with enemies on both sides of the laser, scared to cross until its convenient.
  • the rooms outside the old C/L caps where the lifts were seem very cramped with the stacks of barrels in them, limits movement in fights.

Map looks great though, won't knock it until its done.
 
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