[WIP] pl_valley (tentative name)

necro

L3: Member
Mar 24, 2008
106
13
Christ. I never thought this map would be so controversial.

OK, getting back on track here, I've been experimenting with the HUD. Apparently the team_train_watcher is greedy. The second you place one, it disables any other way of displaying control of CP's in the HUD.

Unfortunately, without the train_watcher, the train_recede commands dont work. So the train wouldnt slide backwards. I suppose I could setup a bunch of timers and triggers and crap, but I just dont have the patience right now. So the test map will be sans HUD icons.

I will try to get the announcer stuff working though.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
I am REALLY looking forward to a playtest on this map. I'm excited by the concept you have. Keep em coming Necro! :D
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
Dude, Valve is greedy. What did you expect. (I'm surprised you can make CPCTF maps at all)

Can you start with the Cp's disabled, then enable them after the game starts? What happens then?

Also you could make the train "stall" instead of sliding back? (Something like the wheels get stuck in the mud and blu has to sit next to it for 5 seconds before it moves forward again. Dunno)
 

Kaiser

L1: Registered
Mar 24, 2008
7
0
I like the idea of 2 carts, but as always I don't like maps using textures not in line with TF2 Models and other maps. I don't want all TF2 maps to look the same, but I do want them to keep to the same style.
Looks great though as a WIP Source map, I think maybe use dustbowl/goldrush dirt-ground instead, and badlands red-wood, along with the trees you have now, could look really good and in style.
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
I like the idea of 2 carts, but as always I don't like maps using textures not in line with TF2 Models and other maps. I don't want all TF2 maps to look the same, but I do want them to keep to the same style.

No kidding...

...
 

necro

L3: Member
Mar 24, 2008
106
13
LOL! You guys are just jackin with me now about the textures just to get my goat. OK, you're absolutely right. What was I thinking. I'll immediately change them to improve gameplay. :p
 

Masakari

L1: Registered
May 14, 2008
26
8
Okay, I managed to fill up the test server this afternoon (Special thanks to |3eeron for pointing out this map on TheVille.org!), and we had a couple of notes:

-A cleverly placed sniper can snipe right into the enemy team's spawn, as well as snipe before setup is finished. I think a simple spawn door both in the supply room as well as a team barrier on the exits to the building will prevent spawn camping.
-The HUD missing gets *really* confusing. Would it even be possible to even get a CTF-like HUD in order to simply get a general idea of where the cart is?
-Some of the basic textures appeared to be screwed up on the map, or possibly the server. Things like melee weapons, the sniper's sunglasses, and a couple of the secondary weapons were turning purple. I'm not sure if it's the server or the map though...
-As mentioned before, there's a part of the ice that's missing textures.
-On the ice topic, I'd rather have some physical boundaries to show where the movable ice ends as opposed to hitting the invisible wall.
-All twelve people gave a big thumbs up to the non-TF2 style textures. I'm on your side :)

All in all though, everyone was highly impressed with the map. I look forward to your next update!
 

necro

L3: Member
Mar 24, 2008
106
13
Okay, I managed to fill up the test server this afternoon (Special thanks to |3eeron for pointing out this map on TheVille.org!), and we had a couple of notes:

-A cleverly placed sniper can snipe right into the enemy team's spawn, as well as snipe before setup is finished. I think a simple spawn door both in the supply room as well as a team barrier on the exits to the building will prevent spawn camping.
-The HUD missing gets *really* confusing. Would it even be possible to even get a CTF-like HUD in order to simply get a general idea of where the cart is?
-Some of the basic textures appeared to be screwed up on the map, or possibly the server. Things like melee weapons, the sniper's sunglasses, and a couple of the secondary weapons were turning purple. I'm not sure if it's the server or the map though...
-As mentioned before, there's a part of the ice that's missing textures.
-On the ice topic, I'd rather have some physical boundaries to show where the movable ice ends as opposed to hitting the invisible wall.
-All twelve people gave a big thumbs up to the non-TF2 style textures. I'm on your side :)

All in all though, everyone was highly impressed with the map. I look forward to your next update!

Thanks. I'll be sure to address most of these things for this weekends playtest. Ashame I couldnt have joined you guys.

The HUD thing is really bumming me out now. Everyone seems to concur that its really important. But I have no clue how to even patch something together. :(
 

necro

L3: Member
Mar 24, 2008
106
13
OK. New version is up on my server:

Server: 206.251.75.196:27015
Mapname: pl_ravine_test01
Servername: Necropolis Custom Map Server 1

I'll probably start a new WIP thread with the final name. And this will be the map I submit for this weekends playtest.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
And this will be the map I submit for this weekends playtest.

Necro;

If you're talking about the gameday we hold on the weekend Maps need to be in by tomorrow at 5pm East.

If you weren't talking about our gameday.. i would still love to see it submitted to to it to get a good playtest =)
 

Masakari

L1: Registered
May 14, 2008
26
8
Stupid question, but I wonder if it would be possible to get a CTF-like HUD set up just to get the general idea of where the different carts are? I'm no expert in Hammer, but I wonder if attaching the flags to the cart in an unpickupable spot and using that HUD wouldn't screw up gameplay?
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
BTW, i exploited this map to get out of it and grief in MANY places on many servers.

p.s looks like poo
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
BTW, i exploited this map to get out of it and grief in MANY places on many servers.

p.s looks like poo

What our friend is trying to say is that your map is already on multiple servers in the TF2 community! Congrats!

Woohoo!
 

necro

L3: Member
Mar 24, 2008
106
13
What our friend is trying to say is that your map is already on multiple servers in the TF2 community! Congrats!

Woohoo!

Thanks for translating. ;) I'll assume "looks like poo" is a compliment too.
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
necro, you've put some work into this map, and it looks great! I'm yearning for a significant departure from the standard TF2 visual theme. You'll have people yelling at you in one ear and congratulating you in the other. Congrats from my side of things :)

I hope you submit this for the next gameday, if you haven't already.