- Oct 25, 2007
- 372
- 199
CURRENT RELEASE:
FINAL 1.0: http://www.vilepickle.com/maps.php
FINAL 1.0 CHANGES/FIXES:
CP 1/5:
-Increased the size of each tunnel into the CP5 area. This should make it so demoman cannot lock down these entrances quite so easily.
CP 2/4:
-Changed the CP2/4 cap timer to ~14 seconds for 1 player, down from ~18 seconds. Previously, it was very easy to prevent captures with just 1 player since it was so long.
-Widened the primary attack lane into CP2/4 some, as it was very cramped for offense before and easily locked down.
-Increased the size of the CP2/4 capture zone, since it was so easy to knock people off of it with spam-shots.
-Fixed the "nobuild" in the Cp2/4 rafters not working correctly.
-Moved the medium ammo pack at CP4 into the doorway more so it is a somewhat less powerful sentry location. It was quite potent before.
-Made it so all players can get up to CP2/4 from outside the front resupply via crouch-jump-climbable kegs
-Provided batter directions on where the ramp is behind the boxes in the CP2/4 entrance side room.
General:
-Removed the welcome message, because Valve made it centered and it lasts longer (yuck)
-Widened the side entrance "neck" hall, so it isn't quite as susceptible to spam and tight fighting conditions.
-Improved the indicators that point to multiple exits of each spawn room.
-Added red "gate 1" sign outside
-Made it look like the blocked off sewer railing goes underneath the blocked off tunnel section
-Added more detail to areas.
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Stag is a port of the popular Quake 3 Fortress / Enemy Territory Fortress map of the same name. This is what the map was like in ETF, its last incarnation:
http://etfgame.com/shots/levels/stag1.jpg
http://etfgame.com/shots/levels/stag2.jpg
http://etfgame.com/shots/levels/stag3.jpg
http://etfgame.com/shots/levels/stag4.jpg
I've decided to turn the map into a 5 point CP map instead of CTF, since it would turn out to be a larger CTF map (of which is not popular and is not very fun in TF2). Large CTF maps sadly don't play as well in this game. 5 CP maps are arguably not much better in some cases, but the spawn locations on Stag should make it interesting, in addition to it being somewhat smaller for a 5 CP map.
FINAL 1.0: http://www.vilepickle.com/maps.php
FINAL 1.0 CHANGES/FIXES:
CP 1/5:
-Increased the size of each tunnel into the CP5 area. This should make it so demoman cannot lock down these entrances quite so easily.
CP 2/4:
-Changed the CP2/4 cap timer to ~14 seconds for 1 player, down from ~18 seconds. Previously, it was very easy to prevent captures with just 1 player since it was so long.
-Widened the primary attack lane into CP2/4 some, as it was very cramped for offense before and easily locked down.
-Increased the size of the CP2/4 capture zone, since it was so easy to knock people off of it with spam-shots.
-Fixed the "nobuild" in the Cp2/4 rafters not working correctly.
-Moved the medium ammo pack at CP4 into the doorway more so it is a somewhat less powerful sentry location. It was quite potent before.
-Made it so all players can get up to CP2/4 from outside the front resupply via crouch-jump-climbable kegs
-Provided batter directions on where the ramp is behind the boxes in the CP2/4 entrance side room.
General:
-Removed the welcome message, because Valve made it centered and it lasts longer (yuck)
-Widened the side entrance "neck" hall, so it isn't quite as susceptible to spam and tight fighting conditions.
-Improved the indicators that point to multiple exits of each spawn room.
-Added red "gate 1" sign outside
-Made it look like the blocked off sewer railing goes underneath the blocked off tunnel section
-Added more detail to areas.
-----------------------------------------------------------------
-----------------------------------------------------------------
Stag is a port of the popular Quake 3 Fortress / Enemy Territory Fortress map of the same name. This is what the map was like in ETF, its last incarnation:
http://etfgame.com/shots/levels/stag1.jpg
http://etfgame.com/shots/levels/stag2.jpg
http://etfgame.com/shots/levels/stag3.jpg
http://etfgame.com/shots/levels/stag4.jpg
I've decided to turn the map into a 5 point CP map instead of CTF, since it would turn out to be a larger CTF map (of which is not popular and is not very fun in TF2). Large CTF maps sadly don't play as well in this game. 5 CP maps are arguably not much better in some cases, but the spawn locations on Stag should make it interesting, in addition to it being somewhat smaller for a 5 CP map.
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