221 ratings
ar_tipsy
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Game Mode: Deathmatch, Armsrace
File Size:
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32.060 MB
Feb 10, 2013 @ 7:36am
Feb 17, 2013 @ 7:51am
5 change notes ( view )

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Description
Tipsy - Arms Race / Deathmatch - BETA

This is a smaller, faster version of my map ar_crocked.
It is ment to be played with 10 player and up (48 spawn points total)

Any feedback would be very welcome. i intend to update this map frequently.

Please report with attention on:
-Map Balance
-Edges that block your movement
-Strage Bot behavior
-Please compare the radar to the one in the map ar_crocked and let me know which one works better for you
http://steamcommunity.com/sharedfiles/filedetails/?id=126293323

*Please respect this being a Workshop exclusive beta.
**My special thanks and appreciation to Yaba for creating the Graffiti art and loading screen.
***My maps feature custom content, feel free to use the models in your own Source projects if you like.

-Updated to beta 02
Revised: nav mesh, hints, skybox, brushwork cleanup
Fixed: radar, color correction, brush penetration, custom texture normal map, .bsp pack

-Updated to beta 03
Several small adjustments
Fixed: nav mesh, alley spawnpoint on T side
28 Comments
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Altair Jan 26 @ 5:53am 
nice map
RainingMetal Sep 7, 2013 @ 8:16am 
You should change the teams from the default "SEALs vs Phoenix"
Dustpan Aug 25, 2013 @ 3:30pm 
get this in payback 2
Gabraste Aug 2, 2013 @ 12:48pm 
Great map, awesome work !
Storm_at_Sea Jul 29, 2013 @ 6:50am 
I appreciate any night/dark maps I can find, plus it looks good even beyond that. Even a snowy or foggy sky where the sun doesn't peek through, there are 'so many' sunny maps, I'm sick of them! No offense to the great sunny maps, it's just nice having alternatives. Thanks again
will2k Mar 2, 2013 @ 3:56am 
- The soundscapes are properly implemented; however, something caught my attention: Your outdoor soundscape has birds chirping and tweeting although your map's setting is at night where birds have normally no activity. This is a small detail that most players won't notice but I thought of letting you know in case you wanted to modify/change the soundscape :)

Sorry about the 3 posts but steam workshop does not allow more than 1000 characters/post :(

As I said, I quite enjoyed the map and I look forward to future versions (maybe one in daylight). Keep up the good work and best of luck in your future projects.

Will2k
will2k Mar 2, 2013 @ 3:54am 
- Using r_drawportals 1, I also noticed several areaportals missing to separate indoors from outdoors and avoid over-rendering. It is always wise to add an areaportal on each door/doorway end/window. Several windows (mainly the ones with breakable glass and some doors were without areaportals). Implementing the 2 points should help increase the fps that was slightly dropping in the central alley where all the action happens.

- The map could use a simple 3D skybox especially where the side alleys end (with ladder and scaffold). On 1 side alley and being on the window edge in 2nd floor, I could see the 2D skybox beyond the scaffold. A small street with buildings and couple of trees should suffice to give the illusion of bigger map.

- You may want to move all your light entities away from walls/ceiling by 64-72 units depending on the surrounding geometry. You lights are too close to walls giving result to this nasty bright patch of light on walls.
will2k Mar 2, 2013 @ 3:52am 
I finally had time to test the map; better late than never :)

- I really enjoyed the map; the gameplay is frantic with no time to catch your breath (multiple paths, variety of openings, z-axis gameplay)
- Great attention to details and overall ambience (props, lights, sprites, decals...)
- The ambience is quite pleasant and relaxing (that is before the action starts :)
- The visuals and aesthetics are well thought out
- Everything is nicely clipped and/or has collisions disabled for smoother action and players motion ;)

Now for the things that need your attention for your next update :)

- Using mat_leafvis 1, I noticed that your angular 45° hint brushes are only covering one side of the corner they are placed on. You will not get the full benefit of these brushes unless you extend them to the other side of the corner, to make sure that the visleaves on each side of the corner tip can't have a direct line of sight.

Sidm3ier Feb 22, 2013 @ 7:11am 
Looks like that movie Warriors. :D
'RZL Feb 21, 2013 @ 9:51pm 
really loved playing this map, flawless work, buddy! keep them coming