[Contest Entry] Stovepipe Wells

Nineaxis

Quack Doctor
aa
May 19, 2008
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2,820
I guess no news is good news? I'm glad to hear it worked fine. I was thinking about making it a one-way door, but wanted some playtesting feedback on it. I was also unsure if it would be as campable since Red's spawn was moved farther back and the associated cap point was moved down along the track some.

I'm going to do the spawnpoint rotations, I just didn't consider it critical yet.

Thanks for the feedback.
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
We played it tonight, but didn't have many players on it (4-4) so I didn't think I should give feedback yet. However, with that many people it was pretty fun. The final area might be a little too open, but it's really hard to tell with only 8 people.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
pl_stovepipe_a50000b.jpg


Okay, so heres what I'm thinking could break the stalemate between a and b.
1) Add a path (tunnel) that starts at the red/yellow lines and ends up higher than the existing ramp, giving Blu some protection/height advantage there.

2) Add a bridge from said exit to the rock across from it, as noted in blue.

3) Just push back the right wall (green) more.

4) Make the area where the green line is accessible, and then make a bridge that connects it across the dip to the right.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Stovepipe Wells Alpha 6
http://forums.tf2maps.net/downloads.php?do=file&id=686

2955378458_30b9e5e378.jpg


Changes:
  • Added new route to cap B for BLU
  • Added one way door for BLU to the building after cap B
  • Adjusted health/ammo packs
  • Small layout adjustments at cap B

This is a quick fix to try and alleviate the problems found on gameday (cap B is still uncappable). Changes were pretty much limited to the area surrounding cap B.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Nine, let me know when you're going to test this, I'd like to see how it changes gameplay.


Edit. I just ran through it solo. I like how you did it. Particularly, I like the half wall models that you used near A. Makes some cover for snipers, etc.
 
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Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
I'll have it up on 63.209.33.162:27015 if you want to hop on and test it.
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Hey. Was only to play for those few minutes before you left, but the new area by that turn is a phenomenal improvement. Not sure what else has changed since I never got past that second point previously, but the first cap area is definitely a lot better. Hopefully next time we can get more than 8 people, I'd like to see how well spy can perform on this map during a crowded server.
 

tenaciousg

L1: Registered
Jan 8, 2008
44
7
great improvements man, playing with such low people though it was like ahh shit where's the health packs, around that beginning to mid area but im sure with a stacked 20+ house then there won't be that problem and medics will beable to handle the team in those tough situations. in my opinion this is the best gameplay out of a custom map i've ever had.
 
Feb 14, 2008
1,051
931
With such great comments, I'll be looking to play this on Saturday, the sheer number of alphas is comforting, knowing that you'll play a map that has been rigorously tested.
 
Oct 6, 2008
1,947
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I'd love to to these fancy topdown shots but I'm using fog on my map - If I go up in the sky my map disappears into the fog - LOL
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
I'd love to to these fancy topdown shots but I'm using fog on my map - If I go up in the sky my map disappears into the fog - LOL
fog_override 1 in the console- I'm using fog too.

New version is getting very close to great. Sorry to be obnoxious but are you aware of the side red bug? Allows for BLU to spawncamp and makes point 3 too hard to take. At no point should a red spawn drop them behind the bomb. Keep it up, very enjoyable so far. Solid as hell.
Say what? Capping Point B disables red's shortcut door, RED shouldn't be getting out behind the bomb... (maybe I'm not understanding this correctly... could you explain it further and be a bit more clear?) Maybe PM me if you think posting it here could screw over further playtesting (I hope it's not that bad.)

EDIT: I think I know what is happening. Please PM me though for confirmation.
 
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ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
It's playing pretty well right now. However as you know the last cap needs some redesigning, too open, making sentries hard to build. I'll also note that on the third cap, the 1 way door doesn't help very much. if you wander in there and theres a demo in there camping, as there usually is, your pretty much screwed. You can't escape the building, and theres stickies on the other side of the corner, as well as a demoman.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Alright nine. You asked for pictures, so here they are. Feel free to ignore as much of this as you want, since its just thoughts flowing though my head.


Possibly push that area back in, or better yet, add some walls to the sides, something where it comes out, but the top corner is clipped. This will make this sg spot protected from the track, and limit where it can shoot. It should also still be weak from a demo shooting over or someone shooting from the windows of that red building to the right.
pl_stovepipe_a60000.jpg



Same thing, add a small wall here. Several people tried to build up there, but its too easy to out range it along the back wall. If you add this half wall, it will be protected from that side, but at the cost of only being able to cover the very last part of the track. A soldier firing rockets from the windows across the way, or in the doorway of the first picture, should be able to take it out.
pl_stovepipe_a60001.jpg



Some people mentioned this today, about how the blu spawn exits away from the point (even though there is a big sign). To fight this, move the entrance to either of the spots numbered 1 or 2. I'm not sure what kind of vertical room you have there, so if you went with 2, you might want to shorten up the raised area there.
pl_stovepipe_a60002.jpg



A rock or something here to provide some more cover would be nice.
pl_stovepipe_a60003.jpg



Another half wall, protects the spawn from being spawned.
pl_stovepipe_a60006.jpg



*******
Alright, these last 2 are the bigger changes that I was just thinking about, so idk what you're thoughts are, or how they would change gameplay.



Maybe add another rocky area here on the left, with some kind of path from the area on the right (wood planks?) A few rocks for some cover. Maybe a medium health/ammo. This would also create an sg spot at the bottom, though it wouldn't be very good because someone can shoot down. Possibly a route from the window, though that might make the area too abused by red. Yeah, probably scratch that.
pl_stovepipe_a60004.jpg



Add a second layer here? Thats all the blu, a new floor (much like badwater, maybe even a little too much). Pillars to support it, rather than solid walls. A new window so blu can get up there. Yellow would be crates or something else to protect line of sight and give blu some cover. Green is another half wall on top of the new area. The red is an idea for some kind of new building up there, since it would be really open. Probably sniper windows. I forgot to draw some kind of access path, maybe on that side, or just in front of where I drew the blu (so it would be between that and the track).
pl_stovepipe_a60005.jpg



My final suggestion is to do something about the red shortcut door, since you still spawn facing that direction until blu captures the 3rd point. Maybe have one of the no entry hands.
 

tenaciousg

L1: Registered
Jan 8, 2008
44
7
got no real complaints with this map.. only that part in between 1st and 2nd cp where it used to be a flat plane overlooking first cp where you cut it out.. if red is trying to get up on that plane now there's no step-up to easily get on it.. i had to jump on a rock then jump up, and blue can just come thru the 1-way door.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
However as you know the last cap needs some redesigning, too open, making sentries hard to build. I'll also note that on the third cap, the 1 way door doesn't help very much. if you wander in there and theres a demo in there camping, as there usually is, your pretty much screwed. You can't escape the building, and theres stickies on the other side of the corner, as well as a demoman.
Yes, the last cap does need redesigning, and from the little time I was there I noticed that the one way door wasn't useful with a demo on the other side.

Some people mentioned this today, about how the blu spawn exits away from the point (even though there is a big sign).
If I put it on the other side, it'll be way to close to the cap point and way too easy for RED to camp, which is why it is where it is.

My final suggestion is to do something about the red shortcut door, since you still spawn facing that direction until blu captures the 3rd point. Maybe have one of the no entry hands.
Right now the RED spawn points don't rotate at all, I will make them rotate to face the new door after cap 2. The no-hands texture is applied to the disabled door.

if red is trying to get up on that plane now there's no step-up to easily get on it.. i had to jump on a rock then jump up, and blue can just come thru the 1-way door.
It's supposed to give BLU some height advantage, RED isn't supposed to be up there.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Two things that I noticed whilst playing tonight:
Between points 1 and 2 I think blue need a slightly shorter respawn wave time and red slightly longer (but not by mutch)
Then when blu get to their forward spawn room I think you need to rotate it though 90 anti clockwise so its coming out of the cliff that currently looks down the track towards point 3, rather than its current location where you come out looking down the track looking at point 2.