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cp_abyss
31
#31
3 Frags +

there are a bunch of places where it looks like you can stand there but you can't

there are a bunch of places where it looks like you can stand there but you can't
32
#32
7 Frags +

*

*
33
#33
-2 Frags +

This would be good for highlander because of the wide space, but if this was used for 6s it would be hard to try and hold the flank.

This would be good for highlander because of the wide space, but if this was used for 6s it would be hard to try and hold the flank.
34
#34
0 Frags +

missing an individual spawn for each team after you cap mid. I think because you spaced out the main spawns between 2nd and last there is only one, but most 5cp maps have 3 spawns for each team depending on which point is capped. 2nd point is pretty nudged into a tight space and is extremely easy to spam. moving it out into the open and replacing the old spot as a flank leading from mid might make the flow and defense much better.

besides all of that, very excellent map. I really like how mid changes after it is capped, and I think the changes should be a bit more jarring(paths opening/closing). There was another map on here that played with that idea called cp_convolve. it was a ton of fun being denied a whole entrance/route after capping that you had to really strategize when it closed.

missing an individual spawn for each team after you cap mid. I think because you spaced out the main spawns between 2nd and last there is only one, but most 5cp maps have 3 spawns for each team depending on which point is capped. 2nd point is pretty nudged into a tight space and is extremely easy to spam. moving it out into the open and replacing the old spot as a flank leading from mid might make the flow and defense much better.

besides all of that, very excellent map. I really like how mid changes after it is capped, and I think the changes should be a bit more jarring(paths opening/closing). There was another map on here that played with that idea called cp_convolve. it was a ton of fun being denied a whole entrance/route after capping that you had to really strategize when it closed.
35
#35
3 Frags +

b4nny is doing a review of this right now. just a heads up

b4nny is doing a review of this right now. just a heads up
36
#36
3 Frags +

looks a lot like mirror's edge, in a good way.

looks a lot like mirror's edge, in a good way.
37
#37
0 Frags +

This map is amazing 9/10

This map is amazing 9/10
38
#38
0 Frags +

2nd point needs to be moved somewhere else

2nd point needs to be moved somewhere else
39
#39
0 Frags +
PhiTwiggyGizmoTwiggyI got b81. You might want to try your map with an FPS config then because with one it looks like that :
Show Content
r_renderoverlayfragment "1"

Yeah as i said some fps configs force this to 0 hence making signs invisible. I think that a mapmaker (esp. since you ask feedback from comp players) should make all the parts of the map renderable regardless of client settings.

Sadly we as mapmakers can't force overlays to render when your client has disabled them. That's why nearly all the most relevant signs in Sunshine are props, and why the layout of Reckoner tries to tend you toward certain routes. Lots of comp players play without overlays, which is something to think about when designing maps for comp (which, in fairness, abyss has not been designed for comp)

Alright, fair point. I enabled the command but this really was the first time i heard about it. I'm afraid i'm not the only one not aware of such a client limitation so maybe it deserves a note in the map description somewhere like 'enable overlay rendering to see every detail' or something similar. Thanks for the information.

[quote=Phi][quote=Twiggy][quote=Gizmo][quote=Twiggy]I got b81. You might want to try your map with an FPS config then because with one it looks like that :
[spoiler][img]http://puu.sh/pqpii/b7595656f0.jpg[/img][/spoiler]
[/quote]
r_renderoverlayfragment "1"[/quote]


Yeah as i said some fps configs force this to 0 hence making signs invisible. I think that a mapmaker (esp. since you ask feedback from comp players) should make all the parts of the map renderable regardless of client settings.[/quote]

Sadly we as mapmakers can't force overlays to render when your client has disabled them. That's why nearly all the most relevant signs in Sunshine are props, and why the layout of Reckoner tries to tend you toward certain routes. Lots of comp players play without overlays, which is something to think about when designing maps for comp (which, in fairness, abyss has not been designed for comp)[/quote]

Alright, fair point. I enabled the command but this really was the first time i heard about it. I'm afraid i'm not the only one not aware of such a client limitation so maybe it deserves a note in the map description somewhere like 'enable overlay rendering to see every detail' or something similar. Thanks for the information.
40
#40
0 Frags +

theres some bugs with stickies related to the moving platforms in mid

Show Content

edit: in case its not obvious, its floating

theres some bugs with stickies related to the moving platforms in mid
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/257083480432674403/02FC14E39C0C19CC324F348880AF86051F965E7D/[/img][/spoiler]
edit: in case its not obvious, its floating
41
#41
0 Frags +

I don't have access to a computer to try the map out myself, but one thing to note is that having a ceiling for the entire map limits the ability of soldiers and demos to jump due to the low skybox. While this doesn't matter nearly as much in pubs, very few competitive maps have large sections indoors, and for those that do (granary, sunshine) the outside portions are quite large. This map looks so cool, I don't want it to be relegated to a similar situation as cp_junction.

I don't have access to a computer to try the map out myself, but one thing to note is that having a ceiling for the entire map limits the ability of soldiers and demos to jump due to the low skybox. While this doesn't matter nearly as much in pubs, very few competitive maps have large sections indoors, and for those that do (granary, sunshine) the outside portions are quite large. This map looks so cool, I don't want it to be relegated to a similar situation as cp_junction.
42
#42
0 Frags +
sage78theres some bugs with stickies related to the moving platforms in mid
Show Content
edit: in case its not obvious, its floating

As much as I'd love to fix that, it's beyond my control. I can only have floating stickies, or stickies that slide right off.

[quote=sage78]theres some bugs with stickies related to the moving platforms in mid
[spoiler][img]http://images.akamai.steamusercontent.com/ugc/257083480432674403/02FC14E39C0C19CC324F348880AF86051F965E7D/[/img][/spoiler]
edit: in case its not obvious, its floating[/quote]

As much as I'd love to fix that, it's beyond my control. I can only have floating stickies, or stickies that slide right off.
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