cp_stag

Vilepickle

Banned
Oct 25, 2007
372
199
That's actually a really good idea with the door. I'll probably do that. What would you recommend is the best way to do it? Send the lock command to the door obviously. Is there a way to show a symbol on the door? I have a brush door, so I can't change the skin. Would a func_wall with a do-not-enter sign on it that turns on and off be a good way to do it?

I was also planning to make the map respawnwavetime 5 default (it's 3 now), and then when someone caps CP4, it'll be -2. I think this would be a nice middleground for not having a middle forward spawn (since the map is smaller).
 

Vilepickle

Banned
Oct 25, 2007
372
199
Stag has been updated to beta 2. The list of changes is as follows. Some major balance changes were needed, so they are now in place. Additional tweaking will be made as needed for future versions.

BETA 2 CHANGES/FIXES:

* -Changed map timer to 9 minutes instead of 10, since it’s smaller than other 5-point maps.
* -Default spawn timers changed to ~15 seconds max instead of the 9 they were at.
* -Players who capture the enemy’s 4th CP will have a slight spawn timer reduction to compensate for absence of second forward spawn.
* -When a team loses their 2nd control point they will no longer be able to get out of their front CP2 spawn exit. This makes it slightly easier for offense to hold, and encourages players to retake the point. Signs in the spawn room change accordingly so players don’t get confused when this door locks.
* -Middle cap point timer changed to 24 seconds for 1 player (Granary default) instead of 30, so players can reclaim the middle easier.
* -Final cap timer changed to 8 seconds for 1 player instead of 12 to conclude the game slightly easier.
* -Underground tunnel system has been widened, so it’s no longer as cramped.
* -Two small health and ammo packs added to the sides of the sniper deck to help players retake the middle CP.
* -Outside has been optimized more.
* -Ladders in the sewer raised to avoid confusion about being able to use them.
* -Red logo in sewer resized correctly.
* -Players running along the ledge outside will no longer get stuck at a point.
* -Some additional signs added to clarify paths (like the small ramps up in the box room as an alternate method to get up).
* -Spawn doors no longer have intersecting brushes when open.
* -Reduced brightness outside slightly.

Download:
http://www.vilepickle.com/map/cp_stag_b2.7z
http://www.vilepickle.com/map/cp_stag_b2.zip
http://www.fpsbanana.com/maps/50005

Screenshots:
http://www.vilepickle.com/map/screens/tf2_cp_stag/
 

bozo

L1: Registered
Mar 27, 2008
3
0
I know you're aware of it, but I just have to ask :

compared to q3f_2stag2, why not have
- the bumper to the RR ?
- the bumper to the little room that s right next to FR (jump above lava) ?
- the bumper in the corner, below the sniper deck ?
- water at bottom of FR and the little room next to it ?

And,about Chaos, on the same note, why have those tedious stair systems while the previous version looked better with the elevators ?
 
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Vilepickle

Banned
Oct 25, 2007
372
199
I know you're aware of it, but I just have to ask :

compared to q3f_2stag2, why not have
- the bumper to the RR ?
- the bumper to the little room that s right next to FR (jump above lava) ?
- the bumper in the corner, below the sniper deck ?
- water at bottom of FR and the little room next to it ?

And,about Chaos, on the same note, why have those tedious stair systems while the previous version looked better with the elevators ?

By "bumper" you mean jump pads... the reason they're not in is because Source doesn't have a reliable air targeting system like Q3 did for pads.

Elevators are avoided in my maps now because only 1 player can use them at a time, usually. source elevators are pretty unfriendly to players.

And I opted out of water in Stag because water kills FPS in Source, as well. It seems to bring it down to a low FPS count no matter how much detail is present in the area. With more detail, it gets dreadful.

All in all, the engine is pretty shoddy compared to Q3's, which is why you don't see a lot of these things. Maps have to be modified to fit the game.
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
Looks good, would like to play on a full server re: gameplay.

My only aesthetic criticisms are lack of color in each base, too much blue/gray.
Also the glass used in the floors should be darker, it looks like u can fall thru.
 

Vilepickle

Banned
Oct 25, 2007
372
199
In the next version, I've closed off the portion of the tunnels that goes directly into CP5. There should be a single tunnel path now, instead of two. The one that was blocked off was very long, and was very basic throughout. Players also did not use this part much at all, so it's been cut.

Since I don't want an entire team flanking CP4 to retake it (as defenders), I haven't added a ramp up from CP5 into the underground section. Instead, I added kegs so scouts can get up there. Demos and Soldiers still can as well. This is what that area looks like in Hammer: http://vilepickle.com/pics/stag-change.jpg

Thoughts?
 

Vilepickle

Banned
Oct 25, 2007
372
199
And here's the start of the tunnels. No longer branches off to the right, as you can see. And has some more detail in this part (still working on that). And is also wider.
http://vilepickle.com/pics/stag-change2.jpg
 

Mammal

L1: Registered
Apr 2, 2008
4
0
Great map

I have this Map running on my Server.

I really like it.

Most people really enjoy it as soon as they get use to it.

-Mammal
 

Vilepickle

Banned
Oct 25, 2007
372
199
Beta 4 out.

http://vilepickle.com/maps.php

BETA 4 CHANGES/FIXES:
-The section of the underground tunnels that was not used often has been removed.
-With this removal, scouts can now use the new kegs at the CP5 underground exit to get out. Demomen and Soldiers can still get out of this area as well.
-The underground area has had detail added to it, and new signs now provide much more direction to players.
-The underground tunnels are now wider, so it should make players feel less cramped in the stretch that still remains.
-CP5 floor has been re-detailed.
-Fixed the fade distance on some props near CP5.
-Barrel added outside the main resupply so players can double jump to CP4 easier.
-The lip on the base overhang outside is slightly larger, so players can double jump and land on it more reliably.
-The ledges on the middle dropdown are higher so scouts can double jump out if they land on them.
-The spawn advantage for taking CP4 is no longer quite as large.
-Building is no longer permitted on CP/4 rafters.
-Optimized the middle area some.
-Fixed some texture errors.
-Optimized some lightmaps, so the file size should be slightly smaller.
 

Vilepickle

Banned
Oct 25, 2007
372
199

Earl

L6: Sharp Member
Dec 21, 2007
284
38
We added this map to our clan server: 8.6.15.83:27015

It hasn't come up for voting yet though, at least when I was on.
 

Vilepickle

Banned
Oct 25, 2007
372
199
I'd like some feedback on extending a ramp.

I think this change could promote attacking since this is a large attack route in the CP4 area, but I think it could also make piping that spawn exit easier. Thoughts?

http://vilepickle.com/pics/stag-rr-ch.jpg

The highlighted section is new.
 

Vilepickle

Banned
Oct 25, 2007
372
199
This thread seems dead except for my updates :p

Coming in final... these changes:

http://vilepickle.com/pics/stag-final1.jpg - cp4 larger cap area, wider middle ramp (cap timer for cp4 also reduced from ~18 sec for 1 player to 14 sec for 1 player)
http://vilepickle.com/pics/stag-final2.jpg - wider tunnel (side entrance from cp3 for offense)
http://vilepickle.com/pics/stag-final3.jpg - top entrance to cp5 expanded

Plus more. Here's the final 1.0 changelist (WIP):

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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