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The industrial theme is overwhelming in this contest however some maps were able to stand out from the rest and this map is one of them.
There is a good harmony between brushwork, choice of textures and props usage to make the map easy on the eye and not much of an industrial cliché.
Detailing is well done and purposefully placed across the different regions of the map to make it look integral to the visuals and not an afterthought. Soundscapes vary nicely without affecting gameplay.
You obviously followed more or less the general layout of “fire” but I liked your refreshing take on this topographic map. I was keen on the clear wide paths and relaxed angles of your map as opposed to the narrow twisted ones in previous renditions of de_clan2_fire for 1.6 and de_cpl_fire for Source. You obviously built the map with different brushwork and layout size allowing you to effectively carve those paths/angles with size/height variations in a smooth way to enhance gameplay. I think your version of the map is easily picked up/learnt as opposed to narrower “fire” that needs a bit more to grasp the layout/angles for new comers.
The bright lighting in the map is an additional bonus to enhance gameplay as every path/location is evenly lit making it easier to identify and remember.
Good job on the overall optimization with nodraw/skybox/areaportals/func_detail and even occluders.
I noted a couple of issues to be taken care of after this contest closes.
Although almost everything is nicely func_detailed, you missed the roof panels (glass/tarp) in bombsite B as regular world brushes. Better switch them to func_detail as you PVS there was needlessly cluttered.
Several roofs can still be nodrawed as they can’t be seen in-game. Not sure why you kept them textured (especially buildings around and in T spawn).
Your hint system needs a bit of tweaking as some visleaves around corners/hallway ends were unnecessarily poking, which will add to over-rendering in those locations.
As a personal note, I believe CT models should be changed to something more color-specific than ST6, to fully contrast with the brown-ish Balkans. GSG9 with fully blue outfit should be a good choice.
Great work and good luck for the contest.
Ignite is very similar to cpl_fire in so many ways, anyone familiar with the layout of cpl_fire will be able to pick up Ignite within a few rounds. The changes made from cpl_fire to ignite can relate to the changes made from cpl_strike to Mirage. Ignite seems to be more open when compared with the 1.6 and source versions of cpl_fire. Ignite seems brighter with more of a spring season tone making it easy for players to see their opponents while cpl_fire featured a darker fall season tone.
The entryways into Bombsite A in Ignite are similar to entryways into Bombsite B in Fire. The change of having T's enter the site from higher ground in Ignite in relation to T's entering the site from underneath in cpl_fire, is similar to the changes made to cpl_strike's B where T's enter the site from underneath while T's in Mirage enter B site from higher ground.
Overall map looks clean, runs smoothly, and provides players with a map that started from 0%, and became something of a twin to cpl_fire.
Most competitive maps follow the same basic layout structure, they'll just be twisted, contorted etc but the basic pathing/connections remain the same.
You'll be here all day arguing until you reach the 'original' competitive map that set the trend by working amazingly well -- more than likely within Quake.
Ontopic: Good map, love the theme and the rotations can work well here naturally. I'm not in a position to check timings of course but in the end it's a good team that makes a difference.
i don't need permission because i made it from 0%.
the dimensions/size/timings/atmosphere/game/name/etc are all different.
just like brutemaps did with tuscan or vavle with cbble/mirage
> **Posted by revox**
> > **Posted by broekjuh**
> > The layout is not the same, i made it from scratch
> > > **Posted by revox**
> > > Just wondering, have you got permission to use de_cpl_fire's layout?
> So that's a no.