Conveyance

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Wilson

Boomer by Sleep
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May 4, 2010
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CONVEYANCE

Story

BLU Freight and shipping are going to steal Redstone cargo new ship.

Info

- 3 Stage Attack/Defend map.
- Supports 24 players.
- Is my first TF2 map.

Download

BSP Download

BZ2 Download

Thanks:

Hanz: Useful infromation and help.
The Ice Cave community: Feedback.
Many people taking part to tests: Feedback.
Knight: Been helpful trough whole history of the map.
Ricardo: Support and feedback.
Finparasite: For begin useless. :p
Okrag: Gamedays, can't live without them!
 
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Knight-Errant

L3: Member
Mar 12, 2010
131
36
There was a word I'm thinking of for this map... what was it? Oh yes!


Optimization.
You. so. badly. need. it.


I don't need to hear the excuse that your map is in alpha. You should be considering optimization as you build the map. As far as I've seen, A3 had two area portals. Considering that a lot since in A1, there was nothing, yes, its a problem. Why? Your entire map was one box. I'm serious! You wrapped the whole map in one sky textured box and called it done!

Snap to grid when you build world geometry in at least a 16 map sized grid. There are holes all over the place and this isn't good when the map builds, because the engine doesn't handle those too well. It helps it also build faster too when properly built.

There are many other issues: Doors not working, spawns opening both at the same time. People having the ability to shoot right into the spawn room since the players are so close to the door.

Also, I don't like the gates for Blu at all. They're too easily camped and don't allow for much run around. Move an entrance so they all can't be covered at once.

The final point needs a better path to help get in behind the team. The one way door is dandy but not as handy as it could be.

Also, as mentioned in today's game play, this map might benefit more from being a A/D cp style map (like granary or badlands) than an Invade (like Gorge or Dustbowl). Something to consider.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
There was a word I'm thinking of for this map... what was it? Oh yes!


Optimization.
You. so. badly. need. it.

I don't need to hear the excuse that your map is in alpha. A3 had two area portals. Considering that a lot since in A1, there was nothing, yes, its a problem. Why? Your entire map was one box. I'm serious! You wrapped the whole map in one sky textured box and called it done!

Snap to grid when you build world geometry in at least a 16 map sized grid. There are holes all over the place and this isn't good when the map builds, because the engine doesn't handle those too well. It helps it also build faster too when properly built.

A4 main changes is skybox is better, (and grid fails) areaportals are better, hinting is better.
It other changes is finaly get rid of that double opening spawn door issue, that was fixed in a2 but made it's evil return in a3.

A4 should also get rid of any door glitches, COMPLETLY! :)
I also look into blue gate stuff in A4.

conveyanceplan.png

Also planning having something like this as alt route on final point.
 
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Aug 10, 2009
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If anything I'd have a sideroute on the opposite side of that corridor. I say that because if I'm pushing to get into the final area, then I really don't want to have to run through a corridor leading to that exact same place. Putting it on the other side offers a lot more security to people trying to get through. You could have it exit below that angled truck at the lower left hand corner of the final area/square.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
cp_conveyance_a4pre0000.jpg


ALPHA 4

- Better optimization (Far from perfect tough :mellow: )
- It is easier to defend CP1 now.
- More cover on CP1 now.
- Fixed tons of grid fails.
- New route for blue to flank the last CP.
 

Pooluke41

L5: Dapper Member
Feb 24, 2010
203
30
cp_conveyance_a4pre0000.jpg


ALPHA 4

- Better optimization (Far from perfect tough :mellow: )
- It is easier to defend CP1 now.
- More cover on CP1 now.
- Fixed tons of grid fails.
- New route for blue to flank the last CP.

Those Crates you can jump up should be Rotated slightly, as if they are normally shifted round.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
EDIT: ONE THING I ABSOLUTELY NEEDED TO MAKE SURE YOU KNOW: I have no idea if anybody found out, but you reeeeeeeally need to make sure that the blu team CANNOT open the red's spawn doors. Filter those trigger_multiples!

So I'm sure you realise that there are misaligned brushes, but I'll post the ones I saw just to make sure you know!





Gap between the door model and the wall.

Why do you have this model here?! It's very out of place, and if you are going to make it fit in later with detailing, you really may aswell save it until then since it's not serving any purpose right now other than to look silly.

The corner of the red building, there's a hole in the ground where it doesn't fit together.

Zoomed in on the corner.

Right now I'm able to get up here - you may want to clip that off fully.




Okay now for some layout suggestions. Take them or leave them, they're just what I would do with the map - at the moment your map feels really hard to defend, and it feels a bit flat.

This last point, you may not entirely recognize (pro shooping, I know), but hopefully you can compare it to what you have at the moment and get some feel for it. The very far left 'exit' you have right now (pictured here) which goes really close to the point, that's something I forgot to cross out. The shortcut to the right, top, I removed, and you'll see later what I would change with it. Meanwhile the black arrows show red's routes, and oragne arrows as blu's routes. The green 'doors' are the new entrances and exits I would make for the one way tunnel. It may not be entirely clear but I moved the exit a bit close to the point than the previous entrance (which is is replacing). The pink stuff on the right, just a raised platform area for red to have some battlements to defend from maybe, and the red area (with / / / / / all over is non-accessible - the outlined one next to it is one you may pass through) new buildings. I rearranged the grey shield things whatever they are to make sure there were no completely overpowered sniper lines, but also to restrict access a bit more to the point. Also, there's a little platform between the truck and the crate so that red can try and defend blu's exit once they have climbed up the truck.

Here is the new entrance I would make! The orange arrows here show the only possible routes you could take in the modified buildings. On the left would be actually pretty much what you currently have on the right - and L shaped alt path. I would have the building on the right as a means of access for red to the point and have the ramp the other way around (for blu to use instead, replacing the ramp on the other side). The building on the very far right at the moment I don't feel got used much, and I would use it as a means of getting some height advantage for the point. Raise it a bit and make it so the entrances are stairs going up to the top level.

I tried to illustrate it a bit better here, for some idea. You may also see I got rid of the ramp on the right! ... with more cover (and more crates for the luls). I got rid of the truck because you have so very many D: <
Oh and I don't know about that right spawn exit - since the ramp on the right is no longer there, may not be such a used exit, but hey I have no idea how much people would use it.








The rest from here out are just the misaligned brushed, for your peace of mind.









also, yay thumbnails this time :D
 
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Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
EDIT: ONE THING I ABSOLUTELY NEEDED TO MAKE SURE YOU KNOW: I have no idea if anybody found out, but you reeeeeeeally need to make sure that the blu team CANNOT open the red's spawn doors. Filter those trigger_multiples!

So I'm sure you realise that there are misaligned brushes, but I'll post the ones I saw just to make sure you know!



Why do you have this model here?! It's very out of place, and if you are going to make it fit in later with detailing, you really may aswell save it until then since it's not serving any purpose right now other than to look silly.

That my friend is a massive joke about past of this map, it used to be payload map but the pain, glitches and all other issues pissed me off, so i changed layout and made it cp, i added that there as a joke.

Thank you for massive amount of feedback, i am going to use some of ideas seen here. (If not all)
 

Sel

Banned
Feb 18, 2009
1,239
2,570
first glaring flaw at the start of the test.

cp_conveyance_a40000.jpg


You have three exits here, one of which is a depressed death trap, and all of them can be covered by one sentry.
 

Wilson

Boomer by Sleep
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May 4, 2010
1,385
1,223
first glaring flaw at the start of the test.

cp_conveyance_a40000.jpg


You have three exits here, one of which is a depressed death trap, and all of them can be covered by one sentry.

Yeah, i plan to add new exit, after 4 alphas of major massacre at start of each round, i think it is really time to plan new exit.

Thank you for feedback.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Barring the ramp, what you have would probably be fine if you just moved the crate to provide cover on the far exit.
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
Got some screenshots.

cp_conveyance_a40000.jpg

This place here is really cramped. You maybe want to make this area more open. Also notice brush which is misaligned.

cp_conveyance_a40001.jpg

This tunnel is just too long. You maybe want to add more variation to this area.

cp_conveyance_a40002.jpg

It is really hard to get past this place here. It is easy to just spam there.

cp_conveyance_a40003.jpg

It's pretty easy to block both of these doors with just 1 demoman. You maybe want to make them wider.

cp_conveyance_a40004.jpg

Well, I guess there is same kind of place in cp_dustbowl, but there attackers have a small height advantage. Here it is pretty easy to spam this place when someone else is looking after the other doors.

cp_conveyance_a40005.jpg

There are still some gaps you might want to fix. (This one is from BLU spawn)
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
I relase a6b today to fix some spawn issues and such.
When i get to a7, i redo whole blue spawn area, it is bunch of grid fails. :(
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
well..if this is supposed to be gorge-style 2-cp singlestage then it needs to be bigger.Overall bigger. Also, as someone said before you really need to re-make blu spawn. 3 exits on one side, very very tight tunnels inside and some misalligned brushes.

Also you can try adding more vertical combat throughout the map.

Now, about CPs.

First CP. I was rly surprised when i suddenly realised that this small high place is a CP. I was playing as blu and didnt actually see the hologram, so you better add an A sign or smth. Also i can suggest making it wider, use gravelpit A as reference for that, good example. Also, as for me, it shouldnt be so close to blu spawn.

Second CP. Well//it has long cap time and is close to red spawn. Side route leading to the point is effective only when red are not aware of it. Otherwise it becomes a death trap for blu team. IF you are goin to move A from bluspawn then do keep the actual A->B distance as its quite ok. Still push redspawn away from point and think of some additional opportunities for blu. For instance, that route with 1-way doro can have a second floor with a window for example. So blu will have atleast some overview on point and so they are able to kill SGs. Still if you go that way, you'll also need to add spots for SG not capmed from window.

As for now, thats all. Hope it was useful :D
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
well..if this is supposed to be gorge-style 2-cp singlestage then it needs to be bigger.Overall bigger. Also, as someone said before you really need to re-make blu spawn. 3 exits on one side, very very tight tunnels inside and some misalligned brushes.

Also you can try adding more vertical combat throughout the map.

Now, about CPs.

First CP. I was rly surprised when i suddenly realised that this small high place is a CP. I was playing as blu and didnt actually see the hologram, so you better add an A sign or smth. Also i can suggest making it wider, use gravelpit A as reference for that, good example. Also, as for me, it shouldnt be so close to blu spawn.

Second CP. Well//it has long cap time and is close to red spawn. Side route leading to the point is effective only when red are not aware of it. Otherwise it becomes a death trap for blu team. IF you are goin to move A from bluspawn then do keep the actual A->B distance as its quite ok. Still push redspawn away from point and think of some additional opportunities for blu. For instance, that route with 1-way doro can have a second floor with a window for example. So blu will have atleast some overview on point and so they are able to kill SGs. Still if you go that way, you'll also need to add spots for SG not capmed from window.

As for now, thats all. Hope it was useful :D

This was useful yes.

As i said earlier, i just redo whole blue spawn area, it is fail with capital F.

The distance between spawn and cp1 is actually is due it was desinged to be quick cp map with action everywhere, it is that alright but gameplay still has it's flaws.

I most likley make cp1 cap longer and add some new defend positions to make it harder to cap, still not that much Mission Impossible for blue. Cp2 most likley get complete remake, it caps too slow and whole desing of point just sucks, i was smoking weed when making it i assume.

So:

TO DO LIST FOR A6B

-Fix spawn issues

TO DO LIST FOR A7

- New blue spawn.
- Easier to defend cp 1.
- Harder to defend cp 2.
- Bunch of other changes in genral layout.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
ALPHA 8

Alpha 8

-Fixed cubemap issues.
-Fixed leaks.
-Added more height diffrence for attacking team at middle area
-Fixed setup gate exploit.
-Removed useless ledge under setup area window.

cp_conveyance_a8a0000.jpg

cp_conveyance_a8a0001.jpg

cp_conveyance_a8a0003.jpg

cp_conveyance_a8a0004.jpg

cp_conveyance_a8a0005.jpg
 
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