Saguaro

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Try Gorge. It looks much more fresh and new, industrial is depressing...

Gorge is just industrial with some trees behind fences...
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Gorge is just industrial with some trees behind fences...

But I agree with HeaH that it is more fresh and new than the desert themes. :)
 

Tinker

aa
Oct 30, 2008
672
334
gorge with secret cacti greenhouses and stuff. :p

This, not only because I really like that idea and think it would look original, but also would solve a gameplay aspect as noted by grazr: there's a lot of blind corners in this map. Remember when people complained that they suddenly walked into spinning heavies all the time? That's not particularly common usually, but here a lot of people seemed to experience it (and the same with sentries, direct hit soldiers, etc.). If you do some cool experimenting with glass (and greenhouses are the perfect excuse for this), you can keep the gameplay itself, but make the players around corners visible.

Theme and gameplay combined :D
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Alpha 10 has been released!

Download!

TF2Maps
Dropbox

Screenshots!

pl_saguaro_a100015.jpg

pl_saguaro_a100016.jpg

pl_saguaro_a100017.jpg

pl_saguaro_a100018.jpg


Changelog!

29/06/2010: A10:

-Added dynamic signs to show when the shortcut for BLU opens
-Fixed doors having the same name as other ones which resulted in doors opening without anybody being in the trigger at the door
-Made it easier to access the sideroute at the last CP
-Reduced ammo at the last CP
-Blocked overpowered sightline for snipers at last CP -> 3rd CP a little
-Removed useless tunnel beneath the route from CP 2 -> CP 3
-Fixed some props having weird lightning
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Any feedback from the impromptu we just did?

The teams were unbalanced though, the other was always spamcamping us. I don't know if it was easy for BLU because of that?

Please post your feedback if you have any. :)
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Seems like BLU's forward spawn is always possible to spawncamp to some degree. I think BLU is in a pretty bad position in the area they spawn, especially after they drop down. It could also have to do with pickup placement.
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Fix the left entrance to Blu's forward spawn, thats what got us sentry camped, it was way too easy for red to just come and build. Also, Red's first spawn, you're supposed to go left but the sign points right, maybe another sign pointing into the tunnel on the right side? One more suggestion is to remove that 4th entrance from Blu's first spawn that lets Blu build behind red, it made point 1 go REALLY fast.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Alpha 11 has been released!

Download!

TF2Maps
Dropbox

Screenshots!

pl_saguaro_a110010.jpg

pl_saguaro_a110009.jpg


Changelog!

30/06/2010: A11:

-Removed upper spawnexit for BLU to prevent easy flank attacks
-Changed health/ammo around CP1 to make it easier for RED to defend
-Added handrails at a few second floors
-Fixed bugged door
-Added 2nd spawnexit at BLU's forward spawn
-Added more signage
-Added more cover at CP3 to block OP sightline
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Yeah I have lots of freetime now school is over. :D

Next version will just include a fixed playerclipping, which wasn't compiled in the last one. <.<
If you have any feedback of the tested version though, you can post it ofcourse. :D

I think it was obvious enough that the teams were pretty unbalanced, we won twice as BLU and they got stuck on CP2 as BLU (we played 3 rounds).

And I'll be starting detailling this tomorrow. :)
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I forgot to compile with clips on in Alpha 11, so here is Alpha 11a.

Download!

TF2Maps
Dropbox

Changelog!

01/06/2010: A11a:

-Compiled with clips on

Next version could be B1, if this version plays good enough. :)
 
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HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
So, enjoyed it a lot yesterday. I found some very nitpicky things:

pl_saguaro_a110001.tga.jpeg


This geometry here seemed a little strange. Maybe try rearranging...

pl_saguaro_a110000.tga.jpeg


Got sniped here. Kinda long and annoying sightline.

I especially liked the truck. Its the kind of memorability and crazyness I asked for before
 

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
Red had so many dominations and kills, yet blue still won! This might show that it's a bit too easy for blue, or red was just a team of killwhores who didn't want to stop the cart.
 
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Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
It felt like RED was always too late everywhere, so I think I'll reduce RED's respawnwavetime by 1 or 2, so they might have more time to set up some defence.

I will also add the PLR rollback system at the hill before CP1, so it will be a little harder for BLU to push out.

If you have any other suggestions to make CP1 and CP3 a little harder for BLU (because that were the CP's which were pretty easy to cap sometimes) you can ofcourse tell them to me! :)

Also tell me what kind of theme you think would fit Saguaro the most. Keep in mind that Saguaro is a type of cactus so it will have to do something with cacti. :p I was thinking about something industrial desert (or Muffin suggested this 10 times, better) or something Alpine/Gorge style with greenhouses seen in CP Follower with cacti in. :p
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
The 2 separated RED spawns behind the cap in Stage 1 are stoooopid. Add a staircase between or something. I don't want to be put at an unfair advantage without having to keep changing class to move the spawn area I want to.

Other than that, it's a lot of fun.
 

Walker

L2: Junior Member
Oct 22, 2009
85
86
Yeah, the separated spawns for RED at the last cap were kind of annoying come to think of it. Also, this map could definitely work with an alpine theme. Do that. I don't care if you have to change the name, make it alpine.