Faultline

Icarus

aa
Sep 10, 2008
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Faultline (TC) Alpha
by Eric "Icarus" Wong
Email: ericgfwong@hotmail.com

A new breed of Territorial Control
Faultline is currently finishing it's early development cycle. It is mostly the usual TC game mode you all love, with all the hate removed. There are 6 territories, and 5 stages. The map begins with the centre stage, and teams vie for total control as they take each others' territories one-by-one, ending in a attack/defend round finale at each end.

The linear setup allows for a more concrete and smoothed out routes between territories. Additionally, rather than having these routes as narrow corridors, faultline features more open "arena" battlefields. You no longer have to be lost, and the chokepoints usually associated with TC are gone! You also get more freedom, as there are no more round timers (except for the Attack/Defend rounds), but beware of the earthquakes!

Objective:
To win the round, a team must control all six territories. Win new territories by capturing the enemy's control point in each stage.

Other Notes:
New stages will be selected until one team owns all territories.


Special Thanks:
Dr. Spud
Rexy
MrAlBobo
 
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Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
This is looking cool. I will definately download this and play it sometime. :)

And I hope you get a testing for it soon. :D
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
sooo, it's kinda like 5cp but with 6cp's and only 2 cp's a round?
 

Locutus

L2: Junior Member
Nov 3, 2009
85
13
This is what TC should have been the first time around.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Basically.

btw

If I rename this to cp_faultline, it would conflict with the game strings.

The map overview will say TERRITORIAL CONTROL MAP: FAULTLINE A1 regardless of what prefix I use.

Besides, you're technically still vying for territories (one CP, one spawn, used for multiple rounds). It's setup very similar to a TC map, including the A/D rounds.
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
If the speed doesn't work out, don't forget to add fear!
 

Agentkid

L1: Registered
Feb 27, 2009
45
15
Looks good from screenshots when are you going to test
 

strangemodule

L5: Dapper Member
Sep 10, 2009
223
59
I am very interested in seeing how this turns out. As long as you can make the open areas well-optimized and not a sniper heaven, it will be good.

Also, I'm not sure how I feel about random earthquakes. Maybe I've heard too much Valve commentary, but randomly punishing players for something they have no control over is frustrating. Maybe if the "minor" quakes warn the players that a "major" quake is coming, that may work and open up some new strategies.
 

Martham112

L2: Junior Member
May 6, 2009
85
16
Also, I'm not sure how I feel about random earthquakes. Maybe I've heard too much Valve commentary, but randomly punishing players for something they have no control over is frustrating. Maybe if the "minor" quakes warn the players that a "major" quake is coming, that may work and open up some new strategies.

I agree with this. Maybe there would be some way to have the minor quakes warn, like said above, then have the major quake avoidable by jumping? It makes sense to me, but might not fit in the map.
 
Feb 14, 2008
1,051
931
I don't think punishing players for the earthquakes is a good idea, minor superficial ones with cool particle effects and screens shake could work, but I don't think that slowing players down would be a good idea. When you compare it to the only other random thing in the game - Well's trains - you realise that you can dodge Well's trains, but you can't dodge earthquakes.

Great idea overall though.
 

Icarus

aa
Sep 10, 2008
2,245
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I am very interested in seeing how this turns out. As long as you can make the open areas well-optimized and not a sniper heaven, it will be good.

Also, I'm not sure how I feel about random earthquakes. Maybe I've heard too much Valve commentary, but randomly punishing players for something they have no control over is frustrating. Maybe if the "minor" quakes warn the players that a "major" quake is coming, that may work and open up some new strategies.

The quakes don't happen instantaneously. It takes about 5 seconds to build up before the speed reduction takes place. The rumbling and loud sounds serve as the warning.

The reduction itself in it's current state is only 5 seconds long (preceded by 5 seconds warning), and only reduces you to Soldier speed.

We just tested this a few minutes ago, and I was extremely impressed. The layout was fantastic, and players had lots of fun. No complaints about the tremors (it was actually very rare-- once every 3 minutes or so). I got lots of positive feedback.

Changes for A2:
-faster capture rates
-longer grace period for defending teams on their last territory
-make minor tremors more noticeable
 
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strangemodule

L5: Dapper Member
Sep 10, 2009
223
59
Alright, and after playing a bit, it wasn't that big of a fault (no pun intended) in the map; as a Spy, it actually sort of helped me mess with people while they were distracted.

Anyway, here are some screens or something I think you need to fix:

Minor displacement problem here, should be easy to fix.


This needs a playerclip brush so that players can simply walk onto the ladder model instead of having to hop on it.


Look at the far right. I can see into the resupply room here. Is this intentional or wrongly assigned nodraw faces?


Other than that, this map is really fun and so far has restored my faith in TC.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Alright, and after playing a bit, it wasn't that big of a fault (no pun intended) in the map; as a Spy, it actually sort of helped me mess with people while they were distracted.

Anyway, here are some screens or something I think you need to fix:

Minor displacement problem here, should be easy to fix.


This needs a playerclip brush so that players can simply walk onto the ladder model instead of having to hop on it.


Look at the far right. I can see into the resupply room here. Is this intentional or wrongly assigned nodraw faces?


Other than that, this map is really fun and so far has restored my faith in TC.
Thanks a bunch. I totally did not know about those stairs.

The spawn room isn't as big of a deal for an alpha map, but I can see how some players can find it unfair. I'll just put a world brush there to block sight.
 

strangemodule

L5: Dapper Member
Sep 10, 2009
223
59
No problem man. I actually had that problem myself for a map I never got around to releasing; I later found out Valve playerclipped the crap out of those stairs in Well, although a simple small playerclip ramp just in front of the model works as well.

Other than that, I can't really find any big issues with the map. Thankfully, so far it's not feeling as stalematey as Hydro.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
It sounds kinda gimmicky and annoying, but I'll reserve judgement on that until I actually get a chance to play it.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
I remember discussing the map layout a few weeks back in chat, and I was intrigued. I'm not quite sure what I think about the tremors though... I missed today's test but I'll try to join the next one.
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
I don't necessarily agree with the TC classification, but the new gameplay style sounds like a good one.