Vector

CTF Vector Final

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MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
I'd actually love to get rid of the paper trail, but I need to keep that blue strip.

The problem is, I don't know what the particle is called. Can anybody tell me the name of the blue strip particle?

...is it just me that never saw the paper trail?
If your referring to the trailing blue sparks, leave them, their sweet

http://developer.valvesoftware.com/wiki/List_of_TF2_Particles
maybe that would help...with me quickly skimming it I don't think so <_<
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Boojum and matt told me that they're not particles. They're rendered by the engine. I've sent an email to valve asking to separate the streak from the paper trail, though, so we can disable it independently.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Boojum and matt told me that they're not particles. They're rendered by the engine. I've sent an email to valve asking to separate the streak from the paper trail, though, so we can disable it independently.

Quite honestly, the spark particles following the intelligence is already fantastic looking. If all I had was that, I'd still be very satisfied.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I'm not sure you understand. It's not about looking nice, it's about making the intel carrier noticeable in the midst of battle. It was one of the serious problems ADCTF had near the beginning. When Valve added the trailing streak it was a godsend.
 

Phobos

L3: Member
Feb 22, 2009
130
50
Maybe you skipped over my post after reading the first line of generic praise or my post didn't make any sense to you. So I try again.

Look at the attached screenshot. Depending on the chosen class, standing still while carrying the intel brings the particle effect of the intel into your first person view. It seems that almost every class has subtle flashes of the effect when standing still and carrying the intel.

In most cases it's barely noticable, but the soldier gets to see the full effect. I guess that the proximity of the lightning effect to the head causes this, so moving said effect further away should fix it.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I heard you the first time, sorry if I didn't acknowledge it clearly. It's been fixed for beta 3
 

lustygoat

L2: Junior Member
Feb 14, 2009
66
23
extreme nitpicking... and i mean *extreme* :D

can see a little bit of bright wall corner along the back side of the health cabinet:

vector01.jpg


can get hung up on this barrel while backing up from the doorway behind me here:

vector02.jpg


blackness at the end of the hallway might suggest it's a dead end:

vector03.jpg


a little on the dark side underneath that walkway/ledge:

vector04.jpg


a couple weird lighting spots:

vector05.jpg


vector06.jpg


this tree fades suddenly if you back into the corner:

vector07.jpg


kind of awkward ergonomically:

vector08.jpg


looks fantastic overall. cheers.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Thanks for the support. I've begun to make some preliminary changes for the next release (these will be playtested as my submission to the contest)

ctf_vector_c0000.jpg

Sentry ledge has been molested and now also acts as a secondary way back up to RED spawn. The fence right outside RED spawn has also been pulled back.


ctf_vector_c0001.jpg

An extra set of stairs has been added, as well as some handy rails once you get up top. This should rapidly reduce the frustration for both teams (especially blue)
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
ctf_vector_c0001.jpg

An extra set of stairs has been added, as well as some handy rails once you get up top. This should rapidly reduce the frustration for both teams (especially blue)

YES

This has come together full of awesome. It is going to be so damn hard to chose between my favorites for this contest. :bored:
 

nfreader

L1: Registered
Sep 30, 2008
12
1

As I mentioned just a minute ago in the game, the fence next to the stairs could be duplicated and moved to the right to block off that nook under the stairs instead of using all that junk.

On the first stage second cap, that beautiful tunnel would make an excellent secondary spawn exit for the red team, especially if they're getting spawn camped.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Just did some solo testing of b2 on a local server.

Something I noticed was that "Gate 1" (the door that normally opens after 1-1's captured) didn't open when I captured the first point. Havn't tried it again to see if it's reproducible, though.

Also noticed these on the console. Dunno if I'm missing the sounds somehow, or if something's mistyped.
Failed to load sound "vo\attack_defend_intel_teamcaptured.wav", file probably missing from disk/repository
Failed to load sound "ambience\goal_1.wav", file probably missing from disk/repository
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Good luck, the map looks great. Unfortunatly I never really get to play the contest maps as they're mainly on the US server :(
 

mdawgmike

L1: Registered
Jun 7, 2009
40
18
We just got done testing this on our server. Overall it played pretty good. However, I think there's some slight balance issues. First off...I know each stage is supposed to be progressively harder to attack. But it seemed overly done when we played this. Stage one was a steamroll for blue...no matter which group of people were playing. Both points in stage two seemed about right. But then the last point in the last stage is next to impossible to cap. It's way to easy for red to flank and consistently swarm the blue team. My suggestion would be to either increase the spawn times for the red team at this point, or make a one-way door for blue in a strategic location.

Although, there always seems to be more of a learning curve present for defending versus attacking. What seems balanced or offensive friendly now may turn into defensive friendly once people learn the map (I was playing with a 50/50 mixture pertaining to this map). I would actually leave the first two stages as-is for now based on this. But, in my mind, the last cap point undoubtedly needs some work for balance. Just don't overdo it ;).