Launchpad

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
Introducing Launchpad, an A/D CP map in the style of Dustbowl.

Alpha 8's done. There was a lighting bug from the last version that I didn't notice until it was too late, so that's fixed. Also added some cover in a couple of places, most notably at 1A.

3B got a pretty big facelift. I increased the size of the rocket over the point and added some rafters and a retractable ceiling. The rafters are covered with func_nobuild, and there's supposed to be a trigger_push as well, but the push isn't working for some reason. I'll need to investigate that.
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
well did you add anything custom? if not, there's absolutely no need for pakratting?

if so, all you need to do is move the custom things to a different folder (as if you were someone who didn't have them downloaded), play your map and look for P&B checkers.
 

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
I used a couple of the mirrored track models, I believe. I forget who made them at the moment.

And I'll make note of that testing method.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
The name quarry is already taken, by a ctf-map from the first days of tf2.
 
Jan 20, 2010
1,317
902
Alpha_1-2.jpg


^I like that building. Especially the floating stairs. I could look, but I'm lazy. How close to the CP does that door to the left of the stairs bring you?
 

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
Because I'm being slightly retarded ATM, I can't tell which door you mean and will therefore explain all 3. Because that makes perfect sense. Going to use this picture for reference, if that's okay.

Alpha_1-3.jpg


The door directly next to the stairs leads to a room that opens out on that balcony, next to the full ammo/half health. The door below the stairs leads to a room with stairs to the one above it, and the same balcony by extension, and also to a door that's barely out of frame here to the right of the window near the bottom. The far left door with the Control Point sign above it is basically a glorified hallway that leads to the same general area as the just out of frame door, with a connection to the first floor room, stairs, etc., and is overlooked by a balcony from the second floor room.

Hope that made sense.
 
Jan 20, 2010
1,317
902
Because I'm being slightly retarded ATM, I can't tell which door you mean and will therefore explain all 3. Because that makes perfect sense. Going to use this picture for reference, if that's okay.

Alpha_1-3.jpg


The door directly next to the stairs leads to a room that opens out on that balcony, next to the full ammo/half health. The door below the stairs leads to a room with stairs to the one above it, and the same balcony by extension, and also to a door that's barely out of frame here to the right of the window near the bottom. The far left door with the Control Point sign above it is basically a glorified hallway that leads to the same general area as the just out of frame door, with a connection to the first floor room, stairs, etc., and is overlooked by a balcony from the second floor room.

Hope that made sense.

Haha, alright, I'll just take a look at it soonish. xD
 

RedO

L1: Registered
Jun 6, 2009
32
8
Looks like I need a new map name...

The map itself is decent. Could use work on area variation, as the CPs seem to always be in confined houses.
 

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
I know how to do displacements, but I refuse to displace everything in sight until I'm sure the layout is okay. That's why the buildings are still in dev textures and the cliffs are blocks.
 

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
Gameday bump. I took a look at the Source TV demo and compiled a list of notes based off of everyone's vocalized reactions. This is going to be very stream-of-consciousness as I go through what comes to mind, so forgive me if I ramble.

First, I'd like to thank everyone for not trashing it immediately. :O

During the "Waiting for Players" section, RED seemed lost for a while. Is this because it wasn't setup or because the map is genuinely confusing?

Both times, A was captured incredibly quickly. I noticed a lack of Sentries being built, possibly due to the long travel time (which I'll get to later). Would more capture time or isolation help, or is it better as an easy capture? (EDIT: I'm an idiot and didn't notice the Sentry being built the second time around. Question still stands.)

Several people noted that the map was rather large, and one person suggested it was big enough for two stages. Yet at the same time, they said the scale was fine. I take this to mean that the size of the buildings, cliffs, etc. relative to the players is suitable, but the time it takes to get from spawn to the point was too much. Thoughts?

I think more signage is needed...

There were several complaints that the RED spawn was too close to B, but then someone pointed out that there was the obvious meatgrinder route and the less obvious underground maze route. Again, thoughts? (I'm half-seriously half-jokingly thinking about putting one of those giant Hydro signs to point at the interior path entrance.)

Does A give off too much of an Egypt vibe in terms of vertical gameplay? Is this good or bad?

The first time through, B was taken with only 30ish seconds on the clock. The second time, there were over 6 minutes to spare. I can't decide if this means the first time was due to unfamiliarity with the map, one team was just better, or what.
 
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HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
The map was very confusing as red. There's no signs for A when you spawn, so you just end up going to B as that is where the "checkpoint" sign is.

I think the traveltimes for red are okay. The map definitely isn't big enough for 2 stages. Also, the scale is good.

A is very close to blu spawn. I think that's why it's getting capped so quick. Maybe move it to the building, some way? I like the vertical gameplay on A.

Red spawn with the backs to where they are actually going, it's kind of confusing. The staircase exit is hard to use because you have to turn right and then left. The initial thing I did was turning left 2 times.
 

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
The map was very confusing as red. There's no signs for A when you spawn, so you just end up going to B as that is where the "checkpoint" sign is.

I think the traveltimes for red are okay. The map definitely isn't big enough for 2 stages. Also, the scale is good.

A is very close to blu spawn. I think that's why it's getting capped so quick. Maybe move it to the building, some way? I like the vertical gameplay on A.

Red spawn with the backs to where they are actually going, it's kind of confusing. The staircase exit is hard to use because you have to turn right and then left. The initial thing I did was turning left 2 times.

I agree that more signage is needed. The next release will have several of those giant arrow signs on the walls and ground when RED walks out of spawn to help them get oriented. (It'll also have stage 2 implemented in a basic form. Allegedly.) However, I'm not sure how to tackle the issue of directing RED to A, then directing BLU to B after A is capped. I guess I use dynamic props, but I'm not sure if that would be worth the hassle.

The large plateau is placed semi-specifically, although it would be more accurate to say that the buildings and cliffs are placed around the plateau -- there's exactly 512 units of floorspace between the base of the plateau and the walls of the cliff/building. Except the BLU spawn, but it's supposed to stick out like that. Hardly worth saving for balance, I'm sure.
 

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
Good news and bad news. Bad news first.

Bad news is that I'm a terribly slow mapper who can't make up his mind how to connect the different parts of stage 2 together.

Good news is that in my fit of mapper's block, I decided to properly texture most of stage 1, add extra signage out the wazoo, and get some minor detailing work done.

(Links instead of pictures because I need to stop breaking the screen.)
BLU spawn room.
The building after the first point.
Exiting the same building
The meatgrinder area.
The second point.
RED spawn, now with signage!

Related: How does one get critiques on a map other than gameday? :blushing:
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
To get feedback you have to physically point a shotgun at someones face and force them to play your map, or have a famous name.

Nah, not really. Just hang around in the Steam chat. Sometimes there's some spontaneous testing arranged in there.

You really should work some more at the first stage...
 

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
To get feedback you have to physically point a shotgun at someones face and force them to play your map, or have a famous name.

Nah, not really. Just hang around in the Steam chat. Sometimes there's some spontaneous testing arranged in there.

You really should work some more at the first stage...

On what, specifically? I already plastered the walls with signage, so the issue of being lost should be fixed...well, once I upload a2. Which I don't want to do until stage 2 is playable -- gives me a goal to work towards.
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
Well, you should really do something to lift the pressure from the meatgrinder area