Premuda

CTF Premuda B1B

Aug 19, 2008
1,011
1,158
there will be some models involved, but definately not as high-poly as the reference since it just has to be debris

you yell and i hear ya, here´s the vid, freshly uploaded, so it might take some minutes to go online and offer the HD blingbling

[ame="http://www.youtube.com/watch?v=_FDoMwUAYU4"]YouTube - ctf premuda explosion a7[/ame]
 

Pc_Madness

L4: Comfortable Member
Aug 31, 2009
164
51
Hey eerieone, just took A7 for a spin for the first time and I'm a little confused by the game mode.

Are the transmitters supposed to be disabling each of the radar dishes or are they marking them as targets? (if so, why do they stop rotating?) If they're supposed to be disabling them, can we get some kind of feedback on whats happening after we cap the intel? Perhaps a powering down sound, or some kind of static / beeping noise followed by a power down sound. It would make the intel respawn time make more sense, it was busy screwing up the radar so you can't have it back till then. :p

If its marking them as targets, can we have a transmitter appear somewhere near the point?

Sorry if the above has been explained / not implemented yet. :p
 

Rasputin

L3: Member
Sep 20, 2008
107
20
Explosions are awesome. The only thing that can make explosions more awesome, is more explosions.

Your explosion looks particularly awesome.
 
Aug 19, 2008
1,011
1,158
@pc_madness:
i already thought of that, and there is a soundentity placed at each cp that plays a winding-down-sound.... i just didn´t get to implement it correctly.. for some reason it doesn´t play, or it´s too silent :)
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
woah, i just found out, the model is in your map :D
took a while to find it but i did !
i highly recommend this map for everyone to enjoy !

no, but seriously, thanks for using it, man :)
i appreciate it a lot !

i'll be keeping an eye on this.
explosion looks fabulous, btw
 
Last edited:

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Oh, hey.

From the update from a minute ago:

Community requests

Added the ability to set a parent for the item_teamflag entity

Added OnPickUpTeam1 and OnPickUpTeam2 outputs to the item_teamflag entity
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
Couple bugs I found.

Rock with lighting from backside
ctf_premuda_a70011.jpg


You can jump down here and get stuck.
ctf_premuda_a70012.jpg


Areaportal showing.
ctf_premuda_a70013.jpg
 

MrTwitch

L1: Registered
Jun 27, 2009
37
9
Some suggestions from gameday, today:

This railing looks odd and that blue texture doesn't really suit the lighting in the map.
01.jpg


This tank needs a playerclip brush.
02.jpg


I kept getting hooked on these stairs (this may be entirely my fault...)
03.jpg


Self-explanatory.
05.jpg


There was a sniper up here effectively spawn camping. Was pretty annoying, thankfully he got bored.
06.jpg


My only other suggestion is the lighting. It would bathe all the players in yellow making everyone look like they were covered in Jarate and made distinguishing between teams tedious.

Hope this helps!
 

Pc_Madness

L4: Comfortable Member
Aug 31, 2009
164
51
sea monster

Incorrect, its Smokey from Lost. Hes found a new island to terrorise.


Also, I believe in that second screenshot, if you go up to the door and double jump as scout you can see the platform on the otherside doesn't end at the base of the door.

And theres a missing texture for underneth blu's third spawn. Not sure if this viewpos is useful for you or not,

setpos -2207.332764 1499.966553 574.828979;setang 3.781182 86.141167 0.000000
 
Last edited:

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Just going to thank you for giving me such inspiration for detailing in my map :)

Your artwork and creativity are amazing :O
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
I didnt play this so much yesterday. But I still found that as a scout, in stage 2, second area, you can jump around on the cliffs and support bars to hide from other classes. They cant reach you at all and you can easily kill them when they try to find a way around.

Also here is a old screen from A6 dunno if youve fixed this.
ctf_premuda_a60001.jpg


See I killed you :p
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Hello Eerieone, we tested it twice on our server, I gave it a second go because I wanted to see how it would play with a number of players already used to the context.

Graphically, some are puzzled, many pleased by the very original setting. I'm personnaly charmed by the detailing, from the nets, fabric hanging there and there, to the specific way you handed the displacements.
The skybox was more a bother, because of issues you may be surely aware of, the very low sun angle that can be a bit hard to cope to some players, and the very orange ambient light, but its more a quesion of artistic choice. Your skybox looks like a box, and there are those strange dark patchs when looking at the see.

On the gameplay itself, I love the dispenser embedded thing. The players where quite lost on the first play test, but its mostly a quesion of getting used to it. I find the first round quite nice, whereas the second and third one feels a bit more labyrinthinc. There are many places with no evident role whatsoever. Some spawn would be nicer with more instinctive exits. These are by no end critical issues, but most players are deterred by extreme visual settings combined with "exotic" gamemode, so every little thing that can give them a more confortable approach is important.
It's difficult to really give a balance feedback at this stage. The capture point are mostly situated in some covered spots and can be difficult to approach, but since the capture can be instantaneous... push_ctf is a really extreme gamemode.

I'd like to play test it more, but currently our players aren't positive about this. Maybe on another update ?
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Well since our mapcycle is mostly made of custom from this website i think they are positive about a lot of maps. Eerione, Acegikmo, Andyss, Toutfou know the server well, and their maps are still played upon our servers. What i can't disagree is that when they don't like a map they say it loud and clear.
 
Last edited:

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
There is still the need for some admin pressure to let newer custom maps in. But, you're right, they do bitch often when they don't feel at ease on a map. And I'm their first victim :crying:

Although, you should keep in mind that a map test on such a server is kinda different from, say , a gameday. Most of them are just regular players and aren't particularily interested in the mapping world. The people I know the most can understand the issues a new map is susceptible to, but many others don't want to know about it. But worse is the "cascade effect" : as tf2 is (still) teamplay oriented, the more people don't play seriously/effectively, the less the experience is good for the ones who take testing seriously. And there remains the issue of unbalanced teams (losers somehow bitch more about a map... I wonder why ;) )

It's somewhat really discouraging :( (no wonder I'm depressed about casablanca), but it's instructive of how a map is supposed to be received on a regular server.
 

gustav

L1: Registered
Jan 17, 2009
19
8
When you will reach beta stage with premuda? I cna hardly wait. As soon as it goes beta i will add it to my server rotation.