Haarp

CTF Haarp rc

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Citizen Snips

L3: Member
Apr 8, 2010
118
16
Could you update the changelog on the first post? It's nice and informative to see what little changes are made in each update.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Got a chance to play test8 last night.

1-2 seems to still be a ball-breaker to assault. Long walks back plus a maze of twisty passages all alike = rough times.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
We were supposed to have haarp in our rotation but at the time it was underground.

Lemme know if you're happy with test8 going into rotation (i wont post it without your approval as you seem to be doing some rather specific balance testing and you wouldn't have removed it from all the download sites if you wanted it played over the past few months).

Anyway, when you get it fixed up there's a spot in TF2maps rotation waiting for haarp.
 

lwf

L1: Registered
Aug 11, 2011
17
11
Great! Is there any possibility we could ever see a CP version though? The map is good but CTF A/D got its fair share of problems. Think it would work?
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
Last week I said I'd put out the final within the week. Oops, I lied, I'll do it today.

@feedback/balance testing: I'm not really making big changes anymore. I just want to release it and be done with it. At this point the map is what it is.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
haarp_promo.jpg

CTF HAARP - final

Download

---------------------------
Change Log (Since Beta 2):
---------------------------
Gameplay Changes:
-Raised blue spawn time in stage 2 a bit to help blue respawn with teammates

Layout changes:
-New path into CP 1-1. This path also has a door to the corridor beyond CP 1-1 that opens after the CP is captured.
-New path into the area near CP 1-2
-New room for Blue to build in on the left path to CP 1-2
-Removed detail blocking part of the main path leading to CP 2-2
-New window overlooking CP 2-2
-Changed the right side-path leading up to CP 3-1
-widened the upper corridor leading into the CP 3-2 hallway
-Changed the right side-path leading to the final CP to give blue a new balcony
-Added a new particle effect for the reactor over CP 2-2
-Improved the skybox
-New computer props by Rexy.
-New textures and models by Timberghost.
-Improved doomsday satelite dish model by me
-Various detail improvements all-around
 

Ace2020boyd

L1: Registered
Aug 15, 2011
20
1
I love is Map wish more servers would run it. Also for Valve this Game mode in my opinion is way better then CP and payload. Pay tribute to classic TFC maps. Would love to see a Rock2 type map. but anyway thanks for making a awesome map! keep up the good work.
 

infinitedjedi

L1: Registered
Aug 22, 2011
6
3
Two bugs we have found after playing this map in UGC (www.ugcleague.com):

1. A spy utilizing any of the cloak methods (Cloak and Dagger, Dead Ringer, Invisible Watch) can prevent the intelligence from being captured. We tested other maps and this is unique to Haarp and we believe it was unintended. This tactic has been used several times in our testing/scrimmages and it really breaks the game, particularly the dead ringer.

2. Every once in a while.. I have yet to figure out what triggers it but a player cannot capture the intelligence for 20-30 seconds.. and then all of a sudden they can. We checked, none of the other team was on the point it just stalled. Relating to this.. sometimes a player cannot pickup the intelligence until they kill/explode themselves.

Thought I would let you know, Thank you for working on a great map!

INF
 

drp

aa
Oct 25, 2007
2,273
2,628
Two bugs we have found after playing this map in UGC (www.ugcleague.com):

1. A spy utilizing any of the cloak methods (Cloak and Dagger, Dead Ringer, Invisible Watch) can prevent the intelligence from being captured. We tested other maps and this is unique to Haarp and we believe it was unintended. This tactic has been used several times in our testing/scrimmages and it really breaks the game, particularly the dead ringer.

2. Every once in a while.. I have yet to figure out what triggers it but a player cannot capture the intelligence for 20-30 seconds.. and then all of a sudden they can. We checked, none of the other team was on the point it just stalled. Relating to this.. sometimes a player cannot pickup the intelligence until they kill/explode themselves.

Thought I would let you know, Thank you for working on a great map!

INF
Yep. We scrimmed this last night and we had the phantom no-cap. We just couldnt cap. We thought there was a spy on the point but there wasnt. It just worked after about 10 seconds. Also, our scout was not able to pick up the intel until he killed himself.

The last point is waaaaay too far back. Even with ubers, or kritz, its practically impossible to push unless more than half the team is down. A sniper and a wrangled sentry can hold it no problem most of the time. Half distance would be perfect.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Yeh, Hmphh so much for final XD Looks like an updates in order.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
Oh, I just answered this in a PM but I'll do it here too. To the best of my knowledge these are things I don't have control over.

Invisible spies can block the point because you don't use normal CP entities to check for players blocking it. You have to use a basic trigger entity which will just check if a player is there at all, visible or not.

The weird, random bugs like not being able to cap or pick up the intel are things I have occasionally seen, but I'm pretty sure it's bugs with the entities, not the map. I've gone over the entity setup logically, and if all the entity do what they say on the box it'll work. On top of that it's the same entity setup as ctf_vector, so I'm not doing anything crazy that should cause bugs unique to the map.


As for balance things: the map is almost 2 years old now, and I very purposefully labelled this one final. I got to just say "it's done" at some point, for better or worse.
 
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