orient db

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
ahhh, this was epic in gameday since we found out that we could jump through the windows in the spawn. This lead to our team capping the first point within setup and then capping the second point also within setup. Also, in the first screen shot, you can get up to the ledge where the laser is. Many people wanted the doors to open faster and lastly, the door in blu spawn, on the left, the floor is see through and the red side in also see through
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Thanks.

Windows were the first things fixed :O
Funny enough I had put glass on other windows but completely forgot it in the set-up area.
I never saw the invis door in game either so it suprised me when I saw it later, must slipped a little no draw in.
Haven't seen the floor thing yet...

I was thinking of making the roof by the dish accesible so I didn't clip it, it might need clipped though.
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Not sure about the doors. I don't know why I always get comments my doors are too slow. I have set them to 0 second reset instead of 4 (during test). But the speed was 500 and I think standard is 400.
And all of the Valve maps do have a bit of lag at the door where you always bump them and pause before you go through anyway. I only heard a complaint about not being able to go out and back in quick, so hopefully the reset time fixes that.
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I rearranged a bit of terrain right after first point. Moved a rock away from wall right before first point (actually helps attackers more I think).
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First point seems pretty easy to cap, which gives blu quite a bit of time to get second point (when we stopped exploiting the windows).
So I think I'll remove 30 seconds to start. I don't want to go too far because it seemed like red never fell back and that left the door open for blu to easy cap.
I think if I remove too much time it will get hard for blu to get 2nd point.
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I think I'm also gonna nudge reds spawn foward just a bit to help get to first point for set-up. As engie I barely got a level 2 up before blu was on the point, I got lucky and upgraded to 3 and held it for a few minutes but then we got ran over.
And I don't want to make set-up longer than 60 sec.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275

flux

L1: Registered
Jun 16, 2009
49
30
Seems like play testing is going to have be a heavy investment within this map, either then that the map is good expect what Owlruler had posted
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Thanks for the feedback. Something came up and I was unable to attend gameday. Haven't seen demo yet either.

Not too concerned about texture stuff right now. I just don't like dev tex and see no real reason for it. It doesn't help snap to grid, align tex, help players find way around map or anything. And the tex are likely to change in the detailing stage anyway.
Same with skybox/displacements. If nobody is getting stuck or exploiting then I'm not gonna worry too much yet.

Forgot to add that gate, suprises me since I spent a bit of time making sure all the doors, etc... worked properly. Missed that one.
I saw another demo and that's where people got lost (going back into first stage).
That's fixed now and I went and added a ton of overlays (arrows and point numbers) plus health/ammo markers.

Did a little terrain work. But I want to test more, with more people and see more demos before I tweak layout much.

Adjusted times quite a bit on caps. All caps except very last take 6 seconds instead of the original 3. So that should help red hold off blu. Also increased blu spawn time to about 10 seconds (was about 3 it seems).
The spawn time adjustment is odd and I still don't fully understand it...
Also minimized time give for caps. I'll have to see how the gameday demo looks, I've only got to play and seen demos of 4-9 players so I don't want to make massive changes based on that.

Made the one way door in stage one open until blu caps first point. Give red a little shortcut maybe.

Am considering giving blu a foward spawn across from point 3 once point 4 is capped in second round. Have to see how times/gameplay turns out.
Also considering a shortcut for red at the start of round 2, or maybe shorter respawn as it's a long stage.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
detailing cap 1 a bit. Will be in a4
cp_orient_cap1_2.jpg

cp_orient_cap1_1.jpg
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
That looks phenomenal! I haven't had a chance to play it yet, or even run around it, but I'll definitely get to it once a4 is out. >:3
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I appreciate the advice during testing, I made quite a few changes based on it.

Since last gameday:

a4a changelist:

adjusted cap times, time given
Moved blu spawn foward one building
more health and ammo
some other stuff...
added opening/closing doors to direct gameflow of round 2.

a4 change list:

Tightened up path after first point.
Pulled point 3 512 units in towards map. Shorter distance for blu and red to walk in 2nd round.
Detailed a bit of stuff.
Detailed spawns some
Moved respawn visualizers at blu's first spawn up to next building. Want to test and see if it's better. (changed in a4a)
Added Blu foward spawn in round 2. Once point 4 caps players spawn across from point3, about 15 sec gain in walktime.
Angled the wall/gate between 4 and 5 for smoother gameflow.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
As much as I've always liked your oriental style I've always thought it lacked enough character overall to distinguish itself from normal tf2 themes... right now it's just a small step away from typical metal/wood because of the surroundings. The architecture is PHENOMENAL as always, but the map needs to elevate itself by using oriental themes in the layout and design. Perhaps, as I suggested when we tested some the other day, you could take the theme a step further:

http://www.fpsbanana.com/maps/60906

This map is one of my favorite examples of a mapper nailing the theme. Granted, it's supposed to be jungly-ruins, but I think you get what I'm hinting at. Those cut-outs that are used on that map are AMAZING. I don't know if you could get something similar or come up with an alternative, but you should go nuts with the oriental theme. Think about the map monkey from fortress forever (yes a different universe, BUT...)

http://www.fortress-forever.com/media/44

It really goes to town with the oriental touches. I especially love the cliche "zen" feel the middle area of the map invokes. Any tf2 oriental map should just be dripping with bamboo and wooden bridges over meditation pools! :3

http://1.bp.blogspot.com/_sU7XPiqn5dI/SaIkVT5XhOI/AAAAAAAAAUA/pmksa_eGX5c/s400/yoltsketch.jpg

This is concept art from the bond movie Dr. No, which has a strong oriental theme. I LOVE the architecture, it would fit perfectly as an interior to any spytech spaces you have.

And then, most obscurely of all, there was this AMAZING tfc map called kyoto. I know it was flag push and it had the most brilliant layout... and I can't find it now! :mad: I'll dig around some, but if you know anyone who actively plays tfc they may have it downloaded from once upon a time.

-FoXy
 
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Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Yeah, I intend to have a bit of custom content. Some of it's already done in my ctf map. Other stuff is planned or in the works.

But I think I rushed into details too early in my ctf map (the temple decor was done long before the map layout even started). Then I never got much in the way of good gameplay feedback and kindof rushed the layout and somewhat pigeon holed myself, now I'm not sure what I wanna do with that map.

So this time around it's mainly game tests until I'm happy with layout. Then I'll spend a bit of time working on details/objects before I release a beta.

I actually had a hard time finding good pics of oriental architecture when working on the ctf. Kept finding the same 10 pics everywhere.
A few weeks ago I stumbled apon a website that has almost too many excellent pics to work from.
I'll post a link so others can check it out when I get home.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
gameday bump:

I had put a few doors in the last round that are all set to open after 4 is capped. Unfortunately I left 'touch opens' checked on one of them which led to a dead end by the last point if someone touched it.
That kindof led to red losing 3&4 pretty fast since they were blocked off.
Also going to make the wall in front of the temple door that opens towards cave glass so red can see if it's open or closed.

I'm going to tweak cap times a bit.

adjust some health ammo sizes.

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I'll watch the demo but if anyone has feedback I'd like to hear it.