Alpha rests [Level designer application]

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Feb 24, 2021
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In-game name on all servers you play: Alpha rest for all servers

-Steam ID: STEAM_0:0:579975155

-Age: 18

-For how long have you played on our servers?: 2020

-What country are you from?: United kingdom

-Time Zone: BST

-Do you have a mic?:
yes

-Is this your first application for Mapper? If not, link previous ones:~
civilnetworks.net


[Level designer application] 1

[MRP_Mapper_Application] 2

[MRP_Mapper_Application] 3

-Have you received any bans?:

yes​

-How confident are you with Hammer (Rate yourself 1-10 using rating guide):

8​

-Do you have previous experience as a Mapper for GMod?:

For the past years I have been working on expanding ways to improve my skill this is seen in the progress of the maps I have edited for a few of small community's under mrp. I aim on balancing for NATO and USSR making it fair for both side also additionally worked on a Mrp server​

- What source games have you mapped for and used the content of?: gmod, hl2, CS2​

-How many hours can you commit to Mapping per week?:7-12 but varies due to time of year​

-Why do you want to be a Mapper? What can you help us with?:

I've spent a lot of time playing MRP and really getting to know the game's dynamics and regiments. I've noticed several areas in the current maps that could use improvement to boost gameplay and user experience. By joining the mapping team, I can bring my my point or view and skills to better and optimize the maps.​

For the community we currently don't have any mappers for MRP and I think I can fill the shoes of previous mappers. I wanted to learn mapping specifically to work on CN maps and improve player gameplay as much as I can as the server is in denier need of mappers​

-Which server(s) on Civil Networks do you play on and which ones would you most prefer to map for?: i would prefer MRP as I play that the most but I don't mind helping out in other areas or even mapping when I'm not required to if I feel as if I can improve gameplay​

-Have you made & edited any map before? if so attach some images showcasing your map & edits

in the links below there is edits of maps and my work​

------- Alpha[LevelDEV] -------​


Hyper links

------- Afghan border -------​

------- Highland -------​

-------Alpha rest map updated 2025-------​



in the links above there is edits of maps that is a combination of my work and the edits to the base maps in CN rotation

-List any ideas of new maps/map edits for CN that you would like to work on. Here are some ideas for new maps and map edits for CN that I would like to work on:


1. Base player flow improvements :
- Improved Layouts : Redesign base layouts to enhance base raids and key points like crams and kwk spots as of seen in my photos, ensuring key buildings and resources are optimally placed for balanced gameplay.
- Building Relocation : Relocate buildings to add more movement and improve accessibility to buildings like cc, bunks and vehicle deployment, making it easier for players to navigate and use base equipment.
- Improved performance : retexture displacements with a better fit resolution to improve player fps this is apparent on highlands bunks textures and in various other places

2. Displacement Adjustments:
- Displacement Smoothing : Refine terrain displacements to eliminate unnecessary obstacles and create smoother paths for player movement and vehicle navigation.
- advanced Cover : Introduce natural and artificial cover in strategic locations to encourage tactical engagements and provide protection during combat eg planning of doing the sim room layouts. and this would include reducing head glitching spots
- Adjustments to base camping : I will work on ways to reduce factors that increase base camping this can be done by making the cover 1 way

3. Area Portal Improvements :
- Portal Placement : Adjust area portal locations for better map performance, to make sure the important areas don't lag the server without disrupting gameplay balance

4. Map-Specific Improvements :
- Afghan: Rework the terrain to provide more strategic balance and elevation changes, enhancing combat scenarios. Relocate key buildings for better accessibility and balance

5. New Map Ideas :
- better Urban Warfare : add better optimised buildings with better povs on cap building
- Forest parts : Develop a map set in a dense forest with secret paths natural obstacles and camouflaged bases, promoting stealth and ambush tactics

6. Sound Cues:
- Add env_soundscape outside bases that notifys players that your in signs: that alert players to the presence of someone camping in particular areas such as base camping

7. Alternative Routes:
- Provide multiple paths to key areas so that players can avoid or flank campers.

8. Rework backwaters displacements:
backwaters major open terrain due to the bushes being removed

highland wanted improvements by players and some by my self

  • tree placements
  • I see some places that can be optimised
  • Train bridge could be better for vehicles displacement work
  • base needs a little touch with vehicle deployment area
  • better bunks for every regiment where they will be pre built to decrease amount of props placed
  • sim room layouts
  • backwaters towns could do with something new features and better roads/buildings
Afghan wanted improvements by players and some by my self
  • checkpoint way to difficult to push from NATO side there is one entrance right in the middle of it with no cover.
  • the hill between settlement and border needs rework as its head glitching capability's is to good
  • many displacements need sewing on AF and east towns
  • base layout rework NATO base
  • no draw on cc building is on show so you can see through the building
  • border layout needs a change as from NATO base there is only 1 entrance and make a real way to get into border comeing from sett
  • needs displacement work on the top of mountain as its east to head glitch
  • the road going to checkpoint needs to be more clear as there is a wall blocking the way
  • rocks outside NATO base are to easy for Ussr to get on and base camp
  • add more cover in border maybe add a building inside
  • add more cover on the push to mosque and west town from Ussr base
  • add more distance from NATO base and village so its equal to mosque as well reducing base camping
Vietnam wanted improvements by players and some by my self
  • move/remove trees outside of NATO base by the destroyed tank and are in the middle of the road
  • improve the bridges as they block vehicles if the get stuck
  • sew all the displacements on Vietnam as some are not sewn
  • Ussr parking for scuds so its easy to exit base
  • remove certain bushes on compound
  • same amount of doors between server rooms in NATO and USSR
  • alot of bushes on WT needs to go playing ground on that point is horrible and not fun :D
  • We need 3D+, Dolby cinema, Real D Ultimate screen, MX4D, Onyx Cinema Led, Laser projection, Imax Dolby atmos 4K Cinema (Don't ask me was on map suggestions)
  • interactable shooting range would be much better giving you a score based on you aim
  • shooting range cave displacements vertices art matched up causing lighting errors and visual issues
  • water fall area is to steep for most vehicles
  • wider bridges
more details :
I have also have been getting involved with the map suggestions page in discord that provide more detail on what the the community wants for the future of CN maps, many off the player suggested features of the maps come from the discord below

https://discord.com/channels/746788418465300532/872191314073120840
 
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Hi @Alpha rest,
Currently I have a few things I want to address in regards to your fourth mapping application.

- I'm not really sure what this means, seems to be gibberish. Was there any AI tool used to generate these points?
1. Base player flow improvements :
- Improved Layouts : Redesign base layouts to enhance strategic depth and flow, ensuring key buildings and resources are optimally placed for balanced gameplay.
- Building Relocation : Relocate buildings to reduce congestion and improve accessibility, making it easier for players to navigate and utilize base facilities effectively.
- Improved performance : retexture displacements with a bettter fit resolution to improve player fps
For example, texture resolution is 512x512 on Afghan, which is completely standard.1746635367874.png

- Would you be able to message me more details about this if you are not comfortable sharing in the forums please?
additionally worked on a upcoming gmod server

- On a side note, I would highly suggest reviewing on how you utilize func_areaportal/window as from the images I have seen they seem to be spammed around too often which will most likely lead to a deduction of FPS which is the opposite of the outcome we want for players. You can find the link to read up on it here.1746635006832.png

King Regards,
Judge.
 
Hi @Alpha rest,

Just two questions that popped up while reviewing your application:
  1. You've edited two decompiled maps and created one map from scratch. Have you made any additional maps from scratch that aren't MRP related?
  2. Could you send some screenshots of your map with the portal file loaded? I'm curious what the visleafs look like.

King Regards,
Douglas
 
Feb 24, 2021
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Hi @Alpha rest,

Just two questions that popped up while reviewing your application:
  1. You've edited two decompiled maps and created one map from scratch. Have you made any additional maps from scratch that aren't MRP related?
  2. Could you send some screenshots of your map with the portal file loaded? I'm curious what the visleafs look like.


Douglas
on my own map I have made from scratch hasn't yet been fully optimised as I've been working on my own version of Highlands but il have a look at it when I'm on my computer

Also I've worked mainly with mrp as that's what I'm most passionate about but as of other general maps I've worked some of my friends maps but it was just teaching them and fixing bugs they struggled with.
 
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