Heaven

can this setting ( in terms of style and gameplay) exist in TF2?

  • yes it can

    Votes: 26 72.2%
  • only as a sniper heaven (bad gameplay)

    Votes: 1 2.8%
  • doestn fit (bad setting idea)

    Votes: 8 22.2%
  • not at all

    Votes: 1 2.8%

  • Total voters
    36
  • Poll closed .
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
another _a5test playtesting bump
what i got from it and from the previous one:

1)(will be changed\fixed in _A5)

-too many doors
kk,removing some

-holograms not pakrated
my bad

-wrong skin change in redspawn2 on "C" board
fixin

-central part looks like a maze
ill ltry to make it better

-"cage" near B promotes camping with demoman etc
re-making it

-central route to A is neven ever used and confuses players even more
removing it

-cap point C size is too small
makin bigger

-there is no way out lower balcony on A
adding one

2)(will be changed\fixed later)

-D needs work
alright

3)anything ive missed?
 
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Swiftmind

L2: Junior Member
Dec 6, 2009
73
20
Let me start off that the map is decent. I liked playing. I would play it again. I played cp_heaven_a4a but I ran through a5 just now. I love the new look of point C! But I liked the green lights =(. You have a nice mix of a TF2 environment and a little bit of your own making. I love the environment you are building here, keep it up!

The layout itself seems a bit vast and a little windy. I was able to find my way but I am better then most at reading signs for navigation. I have noticed most players just run and not really read where they are going. I have a feeling in public servers people will get confused. One way to solve this is to add gates once the point is capped. NOTE: I did not play a5 if you did add gates. The gates allow those inside the point area to exit but no one can go back in. If you noticing people getting lost or going to points already capped, I would put in the gates.

Outside of Blue's first spawn, please move the light pole away that is near one of the doors. I got snagged on it when I was fighting red. It is kind of out of place right there, it should be placed in the corner where the building wall and brick wall meet; and also be non-solid.

In spectator I noticed a few areas that really need nodraws, like the detail structure on the roof past point A, no need to have textures within it.

I like the blue grates with the blue light behind them within the base. But the inside should be nodraw, the player does not see the other side.

Some other things I saw that need nodraws: Underneath the stairs at Point A, the bottom of the new red beams over point C. If you have the time I would run around and look for faces that should be nodraw.

That door going out of red spawn at point D was having portal issues still.

I see you got an open areaportal in the straight hallway connecting point B and C near the river/bridges. But you got gates/doors there, make these open/close areaportals. It will help with performance.


I found a bunch of mapping issues. I have screen shots ;)!

Screenshot 0000: You got a few prop issues. Looks like you selected the wrong prop type. There is some other error near the bottom, bad displacement? Also looks like im missing some cappoint logos?

Screenshot0006: OHMY big portal issues. This is point D and I see the entire area around Point B, not good. This is going to kill slower systems later on when you add more detail. You need to use open/close area portals at point D. Looking around I noticed this is slightly trickier since red has that big window. But I think this portal plan will work, look at the screenshots 0008, 0009, 0010. This will close off point D from the outside yet allow red spawn to still look out through that crazy huge window in their spawn. So basically red spawn and the outside area with the bridges and river is one portal, while the insides of point D is another.


Point D is an interesting point. not sure what it is yet, a stadium or something. I am interested to see how it comes out.

Good work so far. But the map needs some work on portals and optimization. The details are great!!!! I cant wait to see a6.
Hope this helps!
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
very useful,thx

ill work on nodraws and areaportals for sure, still i wont add gates as this isnt a good thing to do..i got them in earlier version and they were really annoying.

about layout..still working on making it more obvious.

a5a is here
changelog on first page

download from TF2Maps (.bz2)
download from dropbox (.7z)
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
ive started working on _a6
well here is a list of what im planning to do, if you think anything else should me on the list,just tell me and i'll think of it

-making new exits from redspawn to point B. current ones leads direct to the point, they
a)promote spaencamping by blu demos
b)allows fast get_back_and_heal for red
-making layout more obvious for attackers, removing some routes
-promote focused gamepaly for attackers, add "buffer zones" near point to concentrate forces before attack
-finish point D,add more cover,optimise.
-detailing
-clipping


and btw,here is first in-dev screenie with new red spawn exits on point B
cp_heaven_a6_B_compare_ar.jpg
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
game event bump

EDIT(12 hours later):
oh cmon guys, i rly need some feedback. even obvious one,just..smth to work with.
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
someone asked me for a map overview picture.
well..here it is, with points marked

heaven_a6r1_overview_points.jpg


also featuring 2 new screenies from in-dev version of upcomming _a6

heaven_a6_2.jpg

heaven_a6_1.jpg
 

sniprpenguin

L6: Sharp Member
Mar 14, 2008
266
258
My clan play a more recent version of this map as part of finding new maps to put up on rotation. While I can't really offer specific items, a few things stood out at me during it:

1) The idea behind the layout is nice and unique. Kudos.

2) Several attacking routes seemed unintuitive. For example, the two corridors leading to B with the glowing blue wall. Both of them were just long hallways that came out to roughly the same entry, yet you treat them as seperate paths. It might spice up gameplay to somehow combine the two, like two elevations in the same room, because as it stands now, they're just two long hallways with a glowing wall. And the upper way leads me to my next point:

3) Often you cover up key visuals with geometry, or otherwise confuse the player. The upper pathway mentioned leads to a concrete wall, and only if you look around do you realise that there's a drop there, and it leads directly to point B. Another example is the switchback stairwell leading to D frpm the bridge. It wasn't until much gameplay had passed that we realized that was supposed to be the main path to D. And even then, we went to the area around D and then realized D was there once we were getting lost because any view of it from the attacker's side was blocked by the corner into the turn onto it. Just putting signs up in these spots would help players along.

4) I just don't like D's layout. It's a longish capture time on a point right above their spawn area, so a red demoman can (and did) walk out a few steps and sticky spam the point. The rest of the area is huge, which strongly supports classes with more accuracy over distance than others.

That's my two cents.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Sniperpenguin, Im actually very happy to hear this, as it means that Ive pointed a list of week points of the map right. I've already changed exactly those spots you've mentioned, so thx for making me sure I did the right thing) I hope to release newer version at the end of this week so stay tuned)

Uriak, waitin-waitin
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
You do prefer waiting for your newer version ?

idealy,i do prefer you testing this now, and next one when its out. :D
but..well..no reason to actually wait for newer one without testin this one
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
2) Several attacking routes seemed unintuitive. For example, the two corridors leading to B with the glowing blue wall. Both of them were just long hallways that came out to roughly the same entry, yet you treat them as seperate paths. It might spice up gameplay to somehow combine the two, like two elevations in the same room, because as it stands now, they're just two long hallways with a glowing wall. And the upper way leads me to my next point:

3) Often you cover up key visuals with geometry, or otherwise confuse the player. The upper pathway mentioned leads to a concrete wall, and only if you look around do you realise that there's a drop there, and it leads directly to point B........

well,take a look, 2 compare screenies of _a5a/_a6 point B and surroundings

a bit of rework here

removed that wierd diagonal thingy, removed balcony, removed door under balcony,and the whole wall, added 1 stairs and 1 more window up there

heaven_a6_10_compare.jpg

heaven_a6_6_compare.jpg
 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Okay so we had the test, and desptite the usual trolling "f*** map whiners" we gave it a whole 4 rounds run, because, well, it's not as if they had a choice in the first place, so I chained them... kidding ;)

So in short :
- people found your spawn system excessively strange. Blue complained about red exit near the B and C point, Red complained about the blu exit near D. In both case it was impossible to push farther than a room away. Personnaly, I didn't mind it for B and C. The first control point may be quite tough, but considering the distance, it's quite balanced. Maybe be you could trade a bit the pure giant space of D to give it to the starving A :p

To our surprise, the giant theatrical last CP worked better as expected, but red found themselves trapped on the lower area, unable to push the blue team outside.
There may be optimization issue. At time the server felt quite laggy specificaly on your map, in the blue spawn and around B and C. I suspect you may have used many areaportals would could be a burden to the server. It's just a guess. Btw, players loved the skybox and the "green line".

So submitted to your curious eye, the complete record of the 4 rounds. I played mainly as medic and scout, which you could find interesting to see how the defence behaved. Engineer were or weren't present depending of the round.
Hell getting loose on Heaven
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Okay so we had the test, and desptite the usual trolling "f*** map whiners" we gave it a whole 4 rounds run, because, well, it's not as if they had a choice in the first place, so I chained them... kidding ;)

So in short :
- people found your spawn system excessively strange. Blue complained about red exit near the B and C point, Red complained about the blu exit near D. In both case it was impossible to push farther than a room away. Personnaly, I didn't mind it for B and C. The first control point may be quite tough, but considering the distance, it's quite balanced. Maybe be you could trade a bit the pure giant space of D to give it to the starving A :p

To our surprise, the giant theatrical last CP worked better as expected, but red found themselves trapped on the lower area, unable to push the blue team outside.
There may be optimization issue. At time the server felt quite laggy specificaly on your map, in the blue spawn and around B and C. I suspect you may have used many areaportals would could be a burden to the server. It's just a guess. Btw, players loved the skybox and the "green line".

So submitted to your curious eye, the complete record of the 4 rounds. I played mainly as medic and scout, which you could find interesting to see how the defence behaved. Engineer were or weren't present depending of the round.
Hell getting loose on Heaven

Thx alot for the testin :D once again, I understand now that it was good idea that I decided to rework B and red spawn exits to B. It's already done so hope this is gonna play well.

About D, I'm still drawing the possible layout there, so give me some time.

About lights,I'm glad to
hear it cuz in general players either didn't see it or they didn't like it. ( I mean before this version). But here I see that I done well

about A, I gave it some slight changes , mostly for blu to have more breathing room outdoors. Hope that works

about areaportals, there are quite a bunch of them, why is it a problem though?

in general,thx alot for the feedback) I hope you will have a chance to test _a6 as I usually make noticeable changes between alphas
 
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