Stockpile

Stockpile B2

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Right it seems that I didn't pakrat the Novint stuff. -.-

Don't download a8 anymore, I will make a8a now.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
If I have any ideas, I will let you know heh, but frankly, I'm about as devoid of suggestions as you are right now.
 

Tinker

aa
Oct 30, 2008
672
334
Yeah, I have been searching for ideas but I can get up with something good. That's also a reason why it's not b1 yet.

If you would have any, feel free to post them. :)

still gonna suggest the stack of hay with transmitter/bomb/top secret papers/whatever hidden in it :p
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
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Ff for some reason my pakrat refuses to work, tried it like 5 times already. All custom stuff keeps looking purple.
 

Tinker

aa
Oct 30, 2008
672
334
ctfstockpilea90000.jpg

Make a little ledge so you can just walk in there from this side. It's such a tiny height, but you still have to jump. It's clear you have to if you're inside the house, though.
ctfstockpilea90001.jpg

Intentional? Can't stand on the ledges of the windows inside this building, but seems a pretty nice ambush spot. Red side has the same.
ctfstockpilea90002.jpg

Looks very ugly.
 

Jindo

L3: Member
Aug 6, 2009
121
123
I'm not too sure what to say about this other than things that have already been mentioned, but it is looking very nice with the lack of dev textures for certain!

---

You did tell me that people have had problems with stopping the intel carrier. My immediate assumption would be that the distance between the two intels is the cause. A player need only cut through one shed, grab the intel, run back in to and out of the shed and cut through their own one in under 15-20 seconds and it's theirs; if the enemy team is concentrating, the player can still flank through or under the building in the middle to avoid enemy fire and take a slightly longer route up the stairs next to the shed, delaying the cap by a maximum of 10 seconds.

As you suggested, moving the intels to the room behind the current intel spots would be a nice idea. Perhaps adding something in place of the old spot to force some kind of a longer route upon players who attempt to cut using the sheds as I seem to be calling them.

An idea I had was to lock doors and block routes off within the base of whichever team whose intel is picked up, this would enforce a longer route on the player while they're in the enemy base which would put them at greater risk of the enemy team and ultimately prolong the time it takes to retreive the intel. This idea would need a great deal of thought and adjustment in order for it to work with the map and gameplay and not against its balance, I also think it would be a very neat implementation.

See what you think, overall the map is coming along very nicely!
 

Tinker

aa
Oct 30, 2008
672
334
To be honest, I'd think that would ruin the feel of a nice, simple map with good gameplay and no gimmicks or weird stuff happening, which is one of the thing I really like about Stockpile. In 6v6 I can see a team holding mid standing on the roof and the left balcony, so STOPPING the intel carrier would be a problem - however, the hard part is the getting the intelligence in the first place.
 

Jindo

L3: Member
Aug 6, 2009
121
123
This is the issue, each time I've tested this map I've found it very easy to get to the intelligence, and I've seen scouts constantly rushing in and out of bases effortlessly. Granted, a single sentry can cause problems for this tactic, from what I've seen though getting to the intel is far from difficult, and this is what my suggestions were pretty much based on (besides Hanz making me post D:).

I guess it could just be the players involved.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Okay, main gameplay problem still seems that it's too easy to get out of the base with the intel, mostly because of the very short main route between intel yard and middle (the room with the 2 gates in).

Now these are the 2 things I could change. Should I change these short route between the intel yard and the middle (room with 2 gates) or put the intel in the building at the back of the intel yard so you have to run deeper into the enemy base + change this building a little. Or should I change both?

Please post your opinion.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Push the intel back. It's easy and a few tiny tests will show a decent result.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I didn't add more detail in the intel yard yet because the layout might still change a little since I'm trying something new now.

24/03/2010: A10:

-Moved the intel further back in the yard + changed the building + changed the upper route a little
-Fixed that you can't stand on windows anymore

Screenshots!

ctf_stockpile_a100000.jpg

ctf_stockpile_a100001.jpg


Download!
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
You could and should replace all that concrete in the intel area with displacements. It will look a lot nicer.
 

Tinker

aa
Oct 30, 2008
672
334
Yeah, agreed. Now the intel isn't in the middle anymore, the yard itself looks rather boring. You could try displacements or even adding a little shack or whatever to spice it up.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
No, no more "shacks" please. There's one in the middle and it works because it's central and has more space. Here it's not really wide enough to have another building thrown in, there's simply plenty of space to fight, It doesn't need cluttering up further with more shacks or containers.

Once the walls are detailed with windows, junction boxes and pipes etc, there will be enough detail that the area in general does not look as "bland" as it does at the moment.

Put some tire track overlays running through the yard with maybe a pair of concrete blocks across them and it'll look fine.
 
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Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
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Ok thanks guys, I'll definately use your tips. :)

About the testing. I think it played pretty good, maybe better than the last version? It seemed a little harder to get out of the intel area. I added these boxes because it would otherwise be pretty easy to escape through the upper route, the pipe, which was connected to the intel room. Because of the boxes it takes a little longer now to get up there, so more people will use the more dangerous lower route. If you would have other ideas to make the higher route not as atractive as before you can tell me your suggestions! :D

Other opinions and suggestions about the whole map are ofcourse welcome as well! :)
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Played very well! -> Blob's sniping destroyed Blue team. ^^
I suggest you remove the stacked boxes on the mid building so snipers can't get up there. Snipers are very over powered up there.
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
It was really nice! It's a really polished map now. I like the new placement of the intel, it felt very nice. Btw, it was what I told you in the early alphas :p

One thing I didn't like was the boxes in the intel area that would let you get on top of the pipe. It took a very important attack route from the attackers. The defending team already have a quick route to block that path, going around the spawn.

Also listen to what blob says
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
I had lots of fun playing it :)
The intel area still feels kinda thrown together, there's no real sense to it.
Also, removing the path onto that higher prop thing you stole from granary seemed like it really gimped the defending team, so maybe make it easier to get back up there?
Also, what blob said