[WIP] ctf_Aerospace

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
ah yes, that was also a point I wanted to make. You die far too early when falling off the bridge/cave. There should be quite a fall before the death is triggered. As it stands you only fall about 2 feet and it looks really weird.
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Yeah I had some trouble with the drop there and the return from pit of death prefab, but I wanted to release this version this week and a quick fix was to just raise the kill trigger.

Funny that I solved the problem today :/ I'll fix these issues and add some ladders from below the bridge in the next version.

Here's the list of changes that was missing from the readme:

- Significantly reduced the map size to keep the gameplay focused.
- Changed the small medkit on top of Red hangar to a medium one, balancing out with the blue side.
- Better lightning around the hangar and intelligence room.
- Moved the intelligence room wall lamps below the large window so that a scout can easily double-jump from the railings out to the roof from inside (a second way out the intel room).
- Removed the medium medkits in the cave (only the large ammo and large health remain)
 

Icarus

aa
Sep 10, 2008
2,245
1,210
The cavern is very frustrating to maneuver in.

one slight misstep (thin paths, low lighting, you will slide of when standing near the edge) and you have to wait another 20 seconds to respawn.

I'd hate to think how it'd be like in the heat of combat

If you could add some clipping to the edges, I'd appreciate it

btw the map is STUNNING
 
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laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
I'll run through this now, but I have to say, it looks like an amazing map. Damn! Oh, and congratulations on frontpage on FPSB.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
The cavern is very frustrating to maneuver in.

one slight misstep (thin paths, low lighting, you will slide of when standing near the edge) and you have to wait another 20 seconds to respawn.

I'd hate to think how it'd be like in the heat of combat

If you could add some clipping to the edges, I'd appreciate it

btw the map is STUNNING


yea remove the cave and put in a flat path

/sarcasm
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Bonafide said:
Since you want the map to be perfect I will point out a few tiny errors that you will want to correct:

Tahnks a lot for those! Since I had to do a major change to the map some of these little details passed by unchecked, I added them to mu bug database, thanks!

Icarus, I'll tweak the clips around the cave edges a little bit, but it is supposed to be quite harazdous indeed.

@Notoorjus: woot
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
So I played it with 7vs7 just now, and had a jolly good time. I was however irritated by the fact that it was so easy to hide in the bases and blow the opposing team to pieces just when they walked out the door. But thats 7 vs 7 for you I guess :)
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
You have been bananed! :D
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Brilliant job as usual Arhurt. There are a few flaws, but there are flaws on professional maps as well. Just fix a few of those and you should be fine! Hell, I even think you can finish this map before the next update (which is in 2009) so you could possibly get this as an official map. It's turning out like Hoodoo, so I'm definitely advocating release of this map with the next update.
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
Funny that I solved the problem today :/ I'll fix these issues and add some ladders from below the bridge in the next version.
You could also add some sharp stalagmite-like formations on the rock. People will immediatly understand that this is place you don't walk, plus no un-tf2ish ladder.
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
You could also add some sharp stalagmite-like formations on the rock. People will immediatly understand that this is place you don't walk, plus no un-tf2ish ladder.

When I said I'd put a ladder, I meant one of those similar to reaching point B in Steel from the blu spawn, not a vertical one ;)
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
I think the push to get community releases got some people on our server playing this tonight. We had 7-7 for a while there. Hopefully we'll get more than that over the next week.

Anyway, we had a lot of fun on it. Most of us can't stand CTF (turtling) but still had a good time with it. I have two suggestions. First, many people complained that there was too much stuff to get stuck on. I only had a problem in one spot, where I got stuck multiple times. Right between the planks, tire, and tree. It happens a lot if you come from the left and want to get onto those planks on the right... it's the natural spot to land. :(




This part is more of a suggestion than a complaint. Based on the look/layout, it would seem like the bridge should be the main route and the upper path would be the alternate route. As it is now, the bridge rarely gets used. I think you could switch this by forcing players to run to where I'm taking the screenshot from before being able to head up the hill. Coming off the hill you could allow them to drop off without going through the building. This would naturally move people onto the bridge with an equal chance of them heading up the hill. I actually didn't know the bridge was there until I fell into it from above, which was really funny... I fell and landed on the rail while a soldier chasing me fell and missed. :D




Some people were also complaining about a lack of metal and health around the map. You might want to consider moving the small health and ammo packs into more visible locations and maybe even adding one more of each on both sides.

There's also a bush by the scout jump with a mega health in it. A sentry can be placed right by it and remain mostly hidden. It's a fun spot so I'd love to see it stay, but if that wasn't intended you should nobuild it. :)
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
When I said I'd put a ladder, I meant one of those similar to reaching point B in Steel from the blu spawn, not a vertical one ;)

Ah, ok :rolleyes:

I think I was on the same server with Chilly yesterday.
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
I think the push to get community releases got some people on our server playing this tonight. We had 7-7 for a while there. Hopefully we'll get more than that over the next week.
Nice!

Anyway, we had a lot of fun on it. Most of us can't stand CTF (turtling) but still had a good time with it.[/quote[
I specifically made this map so it's hard to defend the intel without some very good teamplay. As it is, turtling inside the intel room is hard as a demoman can drop stickys from the roof, so the only option is to have someone on top of the hangar, but then that's not the most surviveable area to defend.


First, many people complained that there was too much stuff to get stuck on. I only had a problem in one spot, where I got stuck multiple times. Right between the planks, tire, and tree. It happens a lot if you come from the left and want to get onto those planks on the right... it's the natural spot to land. :(
Thanks, I'll have a look at it and the overhall clipping.


This part is more of a suggestion than a complaint. Based on the look/layout, it would seem like the bridge should be the main route and the upper path would be the alternate route.
This is not a bad idea at all. Mayme make it so scouts can double jump up the straight section. I'll do some meditating on the subject



Some people were also complaining about a lack of metal and health around the map. You might want to consider moving the small health and ammo packs into more visible locations and maybe even adding one more of each on both sides.
I'll look into it, thanks

There's also a bush by the scout jump with a mega health in it. A sentry can be placed right by it and remain mostly hidden. It's a fun spot so I'd love to see it stay, but if that wasn't intended you should nobuild it. :)
Well a sentry there is hard to build as it's a very travelled area, it's also hard to upgrade as the closer mega-ammo box is either inside the cave or over at the base. But I'll take a look at it, as this area was very vulnerable on b1 but is quite hidden on b2.

Thanks for the feedback, I'm glad you had fun with it!
 

ColdFire

L2: Junior Member
Mar 11, 2008
87
15
Hi Arhurt, it was a nice surprise to have you on my server.
My players really liked the changes you did on beta2.
Some notes they made:
-add direction signs, they still get lost sometimes
- maybe too big when there are less than 12 players, but maybe I should make sure the map isn't played when there are not enough players
-but lots of them really liked the map, you did a great job!
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
I also got stuck on the hidden sentry spot in the middle of the map, the one with the health kit.
There are also some large stalagmites hidering the flow of movement when going in to the cavern from the middle. The cavern to grass area there is also very silvery, doesn't really look like rock at all.
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
I specifically made this map so it's hard to defend the intel without some very good teamplay. As it is, turtling inside the intel room is hard as a demoman can drop stickys from the roof, so the only option is to have someone on top of the hangar, but then that's not the most surviveable area to defend.

The interesting thing is that both teams had a single engineer, and we were both set up at the enemy intel. I always do that when I play engineer, but I wasn't expecting the other team to do the same. :) It gave it a little different feel, which was good.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
After playing this map with a few players, a few things stuck out at me:

1. The hangar roof is really open when you're being sniped at. Really open. I was trying to get a sentry up in the window spot but by the time I'd reached the roof an enemy sniper was already up on the hill he nabbed me. In the head. :(

2. No one uses the bridge. We all went on the hill until a sentry was set up there, and then everyone used the cave. No bridge action at all.

3. The hangar still seems cramped as do the respawn exits. I prefer running out into the battle, not into a wall or some props or a plane blocking me from going up some stairs. There was a lack of flow.

4. The respawn room cieling is way too low.
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Thanks guys!

I've made a walktrough/tips&tricks PDF document about my map esplaining some of the backstory for it as well as the best strategies players have found. It's very cool check it out!

You can download it here: Aerospace strategy report