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PL Vesper 2015-10-01

Vilepickle

  1. Vilepickle

    Vilepickle L7: Fancy Member

    Messages:
    494
    Positive Ratings:
    144
    Description:
    An alpine themed Payload map with rollforward, rollback, and dynamic gate elements. BLU must assault RED's base to uncover their hidden explosive stockpile and disable it.

    CP 1 and 2 both have gates that BLU must destroy when they cap the point in order to proceed.

    The idea is to submit a beta to the contest which ends on 4/30/12 and then finish the map afterwards based on the feedback from the contest. I do not plan on leaving this map in a "hanging beta" state because I like finishing maps.
     
    Last edited: Mar 10, 2015
  2. Freyja

    aa Freyja Creating visual gameplay since 2007

    Messages:
    2,412
    Positive Ratings:
    3,320
    The green tint in the light on this map actually gives me a headache while playing it. Please remove.
     
  3. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,012
    Positive Ratings:
    3,866
  4. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
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    That stone texture in the second screenshot looks massively out of place.
     
  5. RaVaGe

    aa RaVaGe

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    Yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes, it looks really great, but I have to admit that the detail is everywhere, and I don't know where I should watch to see the objective :/

    Try to play a LOT with the small lights and glows to lead the eye of the player.
     
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  6. bob+M|M+

    bob+M|M+ L6: Sharp Member

    Messages:
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    Great to see another map from you sir. On the last point, there's a good safe sniper spot for blue in the upper area covering both of red's spawn doors. Also I think it's strange to have a rollforward instead of a rollback on the final cap considering it should be the hardest to capture.
     
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  7. Vilepickle

    Vilepickle L7: Fancy Member

    Messages:
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    Positive Ratings:
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    Odd. Could it be the HDR or LDR ambient sun light? The sun is set at a slightly orange cast and the ambient is the blue that's similar to the typical alpine ambient. The last thing I want is for the map to physically harm people... special feature: "eye lazer"
     
  8. Vilepickle

    Vilepickle L7: Fancy Member

    Messages:
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    Positive Ratings:
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    Thanks, that idea is a good one. I'll see if I can't emphasize the CP's and cart track a bit more while de-emphasizing some of the background detail.
     
  9. Vilepickle

    Vilepickle L7: Fancy Member

    Messages:
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    Positive Ratings:
    144
    Those are actually two of the things I want to see in action before changing, I think they have potential but if I've done them wrong then they probably won't work.

    I'm betting on defense being able to hold last pretty well and having the rollforward near the end give a little boost to the offense if they're stuck there.

    For the overlook, I like that offense has an option there, but I agree that it has a sightline to the far spawn doors that might be a problem. The spawn exit on the other side is free from that sightline, however. I'll keep an eye on it (with my sniper scope)
     
  10. Vilepickle

    Vilepickle L7: Fancy Member

    Messages:
    494
    Positive Ratings:
    144
    Beta 2 now available, fixing things I got from some gameplay and comments here.

    B2 CHANGES/FIXES:
    FIXED
    -Fixed the red directional sign near spawn pointing in the wrong direction during some of the map
    -Make the plank doors into metal or regular doors to remove confusion about them
    -Fixed the last rollforward cart recede where the cart would flip out when it reached the rollforward
    -Health pack near CP3 moved to the end of fallen fence
    -Lighting changed in areas to emphasize objectives and de-emphasize environment detail
    -CP2 floor texture changed from swamp texture to regular concrete to alleviate headaches

    TODO
    -Make the underground tunnel at CP3 more exciting
    -Evaluate blue forward spawn placement after more gameplay testing
    -Evaluate final CP sightlines after more gameplay testing
    -Make some areas of the map feel more organic visually
    -Think about ways to vary the track so it's less flat in some spots
     
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  11. Vilepickle

    Vilepickle L7: Fancy Member

    Messages:
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    Positive Ratings:
    144
    After a bit of playtesting I'm planning on tightening up the wider side route that red takes to the CP1 area. That area in general is quite spacious and I'm not a big fan.

    I have some more plans in my TODO, but I'm not sure they'll make it for the submission. I do want to do a beta 3 this weekend though, time willing.
     
  12. Francis

    Francis L1: Registered

    Messages:
    4
    Positive Ratings:
    1
    This map is pretty great. Add me on steam if you need to test out b3 or w/e with some people on our server. We usually have ~20 people in evening time (PST.)

    B2 is uploaded right now and I'll run it once a day when people are playing.
     
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  13. Vilepickle

    Vilepickle L7: Fancy Member

    Messages:
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    Old:
    [​IMG]

    New:
    [​IMG]

    I think that should make the entrance and exit flow better than in b2.
     
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  14. Vilepickle

    Vilepickle L7: Fancy Member

    Messages:
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    B3 out, post updated/screenshots updated.

    B3 CHANGES/FIXES:
    FIXED
    -Made it easier for BLU to attack the right route into the CP2 area from near CP1 with a new route up in addition to the longer house path
    -Added full health and ammo close to CP1, mostly for offense after capping
    -Removed the full health from the upper catwalk of CP1 (it's now down near the CP)
    -Removed medium health from the defense side of CP1 wall
    -Tweaked up the health of the dynamic element gates by a few hundred
    -The far side route from CP1 to CP2 has been streamlined to be less wide open and large
    -Replaced the window on the CP2-3 catwalk for RED with a small balcony in order to improve flow in this hallway
    -Moved the exit of the CP2-3 catwalk over to prevent a nasty sightline
     
  15. Vilepickle

    Vilepickle L7: Fancy Member

    Messages:
    494
    Positive Ratings:
    144
    Beta 4 out based on gameday feedback. Quite a few positive changes.

    B4 CHANGES/FIXES:
    FIXED
    -Blocked sightline to BLU's far spawn door
    -Clipped the "great wall" so it cannot be gotten over
    -Reworked dynamic element to no longer require players to break the gate. The cart will proceed to break the wall on its own, but before it does the path is blocked
    -Added a medium ammo pack for engineers behind the last CP
    -Further optimized FPS at CP1 area
     
  16. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

    Messages:
    874
    Positive Ratings:
    815
    The whole first area, prior to the "great wall", could definitely be broken up more. Also, your dynamic element doesn't really contribute anything to the gameplay. The doors break so quickly and easily that they might as well not be there.
     
  17. Vilepickle

    Vilepickle L7: Fancy Member

    Messages:
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    Indeed, changes in beta 4 are focused on these two things in particular. The screens have been updated so you can see the separation added to the area outside of BLU's spawn in order to close some sightlines that were proving troublesome.

    Also, my dynamic element has changed in b4. It's more subtle in that it's not a "here, break this wall, waste some ammo, it's not really adding anything" element. The main reason I wanted gating in the first place was to have routes open up near the cart itself, which this change promotes while dumping the cruft. The cart proceeds and breaks the gate itself rather than having players do it. Simpler, more effective, and makes more sense.
     
  18. Pocket

    aa Pocket I can fix it!

    Messages:
    3,798
    Positive Ratings:
    1,628
    One thing that really stood out when I played this is that almost all of the lightmaps have been turned up to a higher level of detail than the default. I would recommend avoiding this, since like I said it really stands out when players are used to maps with mostly 16-scale lightmaps, and also because it tends to lead to overly large and unwieldy filesizes. Fortunately that second part doesn't seem to be an issue yet, with the map taking up only 55 MB compared to, for example, Croissant and Shenmue which are over 100 MB apiece.

    Also, the first gate still seems to be designed to be broken by the player, so if you meant to change that, it didn't take.
     
  19. Vilepickle

    Vilepickle L7: Fancy Member

    Messages:
    494
    Positive Ratings:
    144
    I selectively changed some of the lightmaps to enhance the shadows. I prefer the sharper shadows most of the time myself. I'll see about tweaking it down on some surfaces where it's a bit too obvious.

    With the gate, do you mean something is broken about it, or just the overall design of the gate?
     
  20. Pocket

    aa Pocket I can fix it!

    Messages:
    3,798
    Positive Ratings:
    1,628
    I mean it still has the thing where you have to hit it so many times to make it break apart and let you through.
     
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