Saints

GMijango

L1: Registered
Dec 23, 2008
11
0
Crevice

cp_crevice_b4

cp_saints_b20003.jpg

2 CP A/D map

This map has been through a few name/game play iterations, but I'm sticking with this game type now, although perhaps not the name.
New version:

cp_crevice_b4: http://www.fpsbanana.com/maps/132195

TODO:

Detailing
Rework some textures
 
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Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Hey I never played Saint on DoD or if I did I don't remember. Is this an attack/defend style cp map or just a regular cp map? It looks fairly asymmetrical, which could be pretty neat for a regular cp map, or maybe I'm just misreading the layout?

Anyhoo some of the details looks kind of odd in the screen shots - like the giant chickenwire fence around the trees can be removed and replaced with the regular fence that you have sitting on top of it, the ... 20 windows in screen shot 4, the arch in screen shot 2 looks a bit weak right now, etc. I know you still have to do finalizing on details and such, but I feel overall the details could be a little more refined/simplified. (20 windows!)
 

GMijango

L1: Registered
Dec 23, 2008
11
0
white is spawns
Green is Caps
Red is main route
Pink is alt main route
Orange is water route
Blue is connecting routes.

looks like i missed a connecting route from 2nd water route, but you get the picture.

Everything else you've said had been noted and will probably be changed.
 

tarmo-

L3: Member
Dec 10, 2008
108
28
Do not rape the map then. Saints was excellent map in DoD, played it competetive in teams like division wiking and HIID against other high tier teams. Hope that your map works properly in competetive setting like it used to! Though there is a flaw which may prevent it to get into comp. tournaments or pugs... its not symmetric. In DoD we played 15minute rounds, then change teams. In TF2, we play 30minutes with the same team. I really hope you solve this "problem"...

EDIT: just had a runthrough on it... map seems... really small and it took a while to recognize the map ;o it feels a lot smaller than it used to be in DoD. Also, as I already mentioned that its not symmetric, it gives other team serious advantages over one team. Like medipack (even if its small) at the middle etc etc etc. You should reconsider things, even when its a remake of a old map. But thats just my opinion..
 
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GMijango

L1: Registered
Dec 23, 2008
11
0
I also used to play DoD competitively, saints being our favoured map.
The map has elements of symmetry.
It's not perfectly symmetrical because that would remove certain features.
ie broken bridge route.

health placement/ammo placement is entirely temporary and is being fixed right now.

If you look at the image i've mspainted up with my mad skillz.

The red route is the main route, which is rotationally symmetrical, like badlands.
The water route (orange) much the same.

The problems with symmetry come from the Pink route.
however removing it removes one of the main elements from the original map.

Having it playtested/looked at now in order to try to balance it up and see how it works. if need be, ill add a 3rd entrance into the blue factory probably coming up from the water, but i think that might make it more unbalance toward red.

It is a bit small, I'm considering going with 3 CPs and using some DoD based scoring, awarding points for each cap held while time goes on, that would mean the removal of a full cap though.

1 point per cap per minute. Something along those lines. Will see how it goes.
 

tarmo-

L3: Member
Dec 10, 2008
108
28
You could consider changing the name, even if it is saints "copy". The original author died and would be great if you could just leave the name "saints" to rest in peace... Think that is the reason why DoD :S version is santos (different author)..
 
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GMijango

L1: Registered
Dec 23, 2008
11
0
Fixed some stuff:
B3:
Fixed spawn times
Fixed cap times
Removed fence and replaced with simple barb wire fence
improved performance
Added few details
Removed some windows from Red factory
Fix fade out on some models

I'll consider the name change.
 

GMijango

L1: Registered
Dec 23, 2008
11
0
I've made a variation of the map, with a new gameplay mode

This is a variation on DOM mode
Take and Hold:
1 Red home cap
1 Blu home cap
1 Neutral Cap

Fast capping and cap in any order.
Points are awarded to the team who owns a point when the timer triggers.
Points are awarded at:
30 second intervals for home caps
45 second intervals for neutral cap

1st to 16 (temp number) or team with most points when time runs out wins, stalemate if points are equal.
4 rounds, teams switch on round win, 5 minute rounds.

http://forums.tf2maps.net/downloads.php?do=file&id=2543

I think this fits the map better than the 5 CPs, few bug fixes with the map in general in there aswell.
 

GMijango

L1: Registered
Dec 23, 2008
11
0
After a break, I've come back to this map, changed the name and gametype and made a few changes to the map, the layout remains mostly unchanged, I've made changes based on feedback received before from various sources.

Most of the changes are inside the Blue factory, moving of spawn and redoing the interior layout, however there is a change or 2 tow the red factory, new spawn exit and some detailing
Redone the central bridge, looks better now.

http://www.fpsbanana.com/maps/131281
 

GMijango

L1: Registered
Dec 23, 2008
11
0
New version:

cp_crevice_b4: http://www.fpsbanana.com/maps/132195

B4:

Fixed Spawn times, done right this time.
changed Cap time of B
Some minor detailing
Fixed alpha painting in a few spots
Fixed displacement errors
Changed textures here and there
Few lighting changes
Moved ammo/health pickups


few screenshots of the changed areas.
cpcreviceb40019.jpg

cpcreviceb40018.jpg

cpcreviceb40010.jpg

cpcreviceb40008.jpg

cpcreviceb40005.jpg

cpcreviceb40001.jpg