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[WIP] tc_meridian

Discussion in 'WIP (Work in Progress)' started by Shmitz, May 16, 2008.

  1. Shmitz

    aa Shmitz Old Hat

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    tc_meridian current build: Beta 4
    Authors: Shmitz, Buddikaman, MangyCarface

    tc_meridian takes place on a tropical island somewhere in the Pacific. Red team is hatching some maniacal scheme, and Blue has gotten wind of it and is attempting to stop them. Will Blue foil their plan? Will Red triumph and drive Blue off their island?

    The gameplay is Territory Control, like tc_hydro, but it uses Capture the Flag instead of Control Points to win each round. We're hoping that the infiltration gameplay will result in fewer round stalemates than the domination gameplay of tc_hydro. At the same time since it only takes one cap to win a round and it changes location each round, we're hoping that this variety of CTF will be more appealing to people who don't like how much of a static turtle some CTF maps can become

    Screenshots (still out of date, changing web hosts...):
    [​IMG][​IMG]
    [​IMG][​IMG]
    [​IMG][​IMG]
    [​IMG][​IMG]
    [​IMG][​IMG]
    [​IMG][​IMG]
    [​IMG][​IMG]


    Known issues:
    Torch flame particle system still cannot be properly packed into the bsp.

    Things we're looking for:
    Does any area favor one side over the other?
    Are there any classes that just can't work well in the majority of the map?
    Are there any issues with the new temple area?
    Are there any issues with the changes during the subbay/village round?


    Download Map Here

    For anyone who doesn't mind going an extra step to see the torch flame particles, you can download the pcf and manifest here. Extract that into your tf/particles directory.

    Don't forget that it's in there, because you will probably want to delete them if/when Valve fixes the problem with them not being detected when packed into bsps.

    =====================================
    Win Tally (Round)
    Boat: 0 <-> Village: 0
    Village: 0 <- > Temple: 0 | Stalemate: 0
    Village: 0 <-> Sub Bay: 0 | Stalemate: 0
    Village: 0 <-> Volcano: 0 | Stalemate: 0
    Temple: 0 <-> Sub Bay: 0 | Stalemate: 0
    Temple: 0 <-> Volcano: 0 | Stalemate: 0
    Sub Bay: 0 <-> Volcano: 0 | Stalemate: 0
    Volcano: 0 <-> Lair: 0

    Win Tally (Total)
    Boat: 0
    Village: 0/0
    Temple: 0
    Sub Bay: 0
    Volcano: 0/0
    Lair: 0

    Total Wins: 0 (0/0)
    Total Stalemates: 0

    If you play a full timeslot on meridian, please note what areas win each round and post the tallies in this thread. It will help identify areas that need balancing.
    =====================================
     
    • Thanks Thanks x 2
    Last edited: Feb 16, 2009
  2. Oddjob

    Oddjob L1: Registered

    Messages:
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    ooooooooooOOOOOOOOOOOOOOOOOOOOOOOOOO

    AWESOME! :D
     
  3. MangyCarface

    aa MangyCarface Mapper

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    Oy! Been eagerly awaiting a WIP thread for this one and it looks like your teamwork's paying off. Great work so far mates!

    Also, fascinating using CTF as the basis for your TC map. That sounds like a really, really cool idea.

    Can't wait to play.
     
  4. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Should use payload imo.










    No, I'm kidding, please don't anyone take me seriously :)
     
  5. YM

    aa YM LVL100 YM

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    bleh, need to play this on a full server, it sucks majorly with only 4 people, but then, doesnt everything.

    One thing I did notice is that some red spawn doors got stuck in the open position
    The big earth thing is absolutely amazing but if you jump into it you get stuck and have no way to get yourself out unless you are scout demoman or soldier :(
    The texture is a little stretched horizontally imo,

    Pre-post edit: oh wait, you already know about the doors, and the getting stuck in the globe :(

    back to the original post:
    Do you mind If I get it on the colts playground servers? there it will get a full server to test on, which it will never get on thetf2maps.net server as you have to download it here before you can join :?
    or will you have another version out soon that would be a better candidate?
     
  6. Buddikaman

    Buddikaman L3: Member

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    I just wanted to add, graphically this is a weak release. We werent able to get alot in due to the deadline, and the robot is a placeholder.

    Scott Petty
    Environment Artist
    www.Buddikaman.com
     
  7. YM

    aa YM LVL100 YM

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  8. Shmitz

    aa Shmitz Old Hat

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    Well, this version is mostly meant for some initial testing on this weekend's gameday, just to make sure the TC/CTF idea has merit and isn't one of those things that seems great but ends up being awful in practice. There will obviously be better candidates up the road, but I'm not sure how soon.

    So to actually answer your question, I don't mind if you put it on Colts for regular testing, but players should be aware this is first alpha and there's a lot of stuff that's not quite right yet (it doesn't have a big descriptive banner like your maps do =P). There's no such thing as too much testing though. =)
     
  9. Chicky

    Chicky L1: Registered

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    Have you ever played the HL2 mod Pirates, Vikings and Knights? Something about this map really reminds me of the island map on that. Might be a good place to look for ideas for your map. It's a free mod!
     
  10. YM

    aa YM LVL100 YM

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    cool ;)
     
  11. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    superb workmanship. one thing i noticed is with the red doors, they don't block you off at the sight you see going down that path, so the doors should be closer to the entrances of the paths to avoid need less confusion and wandering around.
     
  12. Shmitz

    aa Shmitz Old Hat

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    I think for the sake of clear feedback, the areas should be referred to as follows:
    Ship (this is the area with the ship)
    Village (this is the area with the huts)
    Sub Bay (this is the area with the sub)
    Temple (this is the temple)
    Volcano (this is the area with the robot)
    Lair (this is the area with the spinny map)

    Hopefully it's all self-explanatory. =P
     
  13. Buddikaman

    Buddikaman L3: Member

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    re

    Currently texturing and detailing the robot room.

    [​IMG]

    Scott Petty
    Environment Artist
    www.Buddikaman.com
     
    Last edited: May 16, 2008
  14. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    o_O great
     
  15. Arhurt

    Arhurt L6: Sharp Member

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    That looks awesome! Very good work so far!
     
  16. YM

    aa YM LVL100 YM

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    phoar! (thin cables at the base look a bit sharp angled)
     
  17. Snipergen

    Snipergen L13: Stunning Member

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    On THAT you don't want to spend your polys. :)
     
  18. YM

    aa YM LVL100 YM

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    You're welcome to modify mine, I uploaded the .psd for the CP guys to use, it would only take a little bit of tweaking to remove coltsplayground from it and add something else.

    The link - http://filebeam.com/aa249e206c2243b2b69e990c3ebe0547
     
  19. Buddikaman

    Buddikaman L3: Member

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    re

    Those cables are so not done ;)

    Here critique this one.

    [​IMG]

    Picky picky. ;p

    Scott Petty
    Environment Artist
    www.Buddikaman.com
     
  20. Snipergen

    Snipergen L13: Stunning Member

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    it sucks as usual