PL Swiftwater (swift revisited)

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Keonyn

L2: Junior Member
Mar 27, 2010
56
17
Yeah, I downloaded and isntalled FRC12 and I'm also able to reproduce the death ramp error on that small house on the right side. Door is fine before the point is capped, but once you cap CP1 the fun begins.

After the door has fallen I'm fine if I run straight up the middle, but if I touch the lower left or right corner of the ramp or come in from the side I die. I can seem to touch the edges of the ramp at its top, it seems to only happen on the lower half where it touches the ground. Maybe if you simply adjust the logic that activates the trigger_hurt to disable it after a second or two that might resolve it. If you already did that then I'm not sure why it's killing people after it has dropped.

Also, for some reason I have no problem running up the ramp, but if I try to go back through that doorway back down the ramp I sometimes get stuck.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Ah thanks. I was just running into it before it fell and couldn't figure out what you meant. I was able to reproduce what you described and that is an easy fix.

Anything else? How do you guys think it plays? So far I'm really liking it.
 

Keonyn

L2: Junior Member
Mar 27, 2010
56
17
That's really pretty much it. Aside from the ramp of death the reception was otherwise positive on the server (I'm also in Slaughterhouse like Klanana).

Still might need more changes to inspire fighting in that final yard area though. Part of the problem is that the area is very open, so it's almost impossible for engineers to be effective and so they build on the last point instead. Also, since the 2nd to last point is so close to the last point, they know they won't be able to set up a defensive position in time if they try to hold the prior point. So rather than risk a quick loss of the final point to defend a yard that is difficult to defend, people tend to elect build up in the more defensible position so they're ready.

Also, the 2nd point is still a big problem for blu. A lot of our games seem to get stuck on that second point. The ramp with the tight walls on each side create a death pit where blu people trying to push are incredibly vulnerable and have little to no room to maneuver. It often becomes a matter of just throwing bodies on the cart or controlling reds spawn doors. The walls also make demo spam from a great distance easy because the hill and walls effectively channel the grenades right in to the cart pushers.

Overall though the map is coming along quite nicely, and it is actually a pretty popular map on the server and has been since your original final release.
 

Citizen Snips

L3: Member
Apr 8, 2010
118
16
From what I recall (though this may have changed since I last played), the only way to get out of the pit is to run up to the defending end of the gully. This is bad for when the cart is at BLU's end of the gully, as it's harder to get back to without getting killed by a swarm of REDs on their end, and it's bad when it's at the end, as it almost encourages BLUs to jump into the gully as an alternate pathway. It should be a detriment at that point, not an assistance. The exit should be near the BLU spawn, so that when the cart is near the spawn BLU has an easier time getting back to it, and so that when the cart is near the point, if a BLU falls down the pit, then they have to run back to get out, giving RED a little bit of leeway.
 

tyler

aa
Sep 11, 2013
5,102
4,621
In the courtyard before the 2nd to last cap, you can climb on the rock at the level bounds and see under the map. I can get a screenshot if you need.
 

ShamanBond

L1: Registered
Apr 16, 2010
33
5
There's also a place in Blu spawn that kills you instantly if you touch it, I can get a screenshot if need be.
 

Citizen Snips

L3: Member
Apr 8, 2010
118
16
...Have you sent this to Valve to be considered as an official map yet? It's definitely the standard of quality.

The only two gripes I have are the pit thing I mentioned above and the fact that the shack staircase kills you (which ShamanBond also mentioned).
 
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What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
I have a thread you may want to take a look at.
Thanks for the input. I understand people may want to revert to the other release and I'm fine with that. I'm addressing issues I find personally annoying. For example, in my opinion the latest releases have the least amount of spawn camping possible without a complete revamp.

There's also a place in Blu spawn that kills you instantly if you touch it, I can get a screenshot if need be.
Thanks. I should have fixed this months ago. This has been a long semester and I've been tinkering with another map that has taken too much of my emotional and physical time.

I'll be working on this over break. I'll have one more "rc" release and then put out a final and delete the VMF so I'm never tempted to tweak it again. Post here or forever hold your peace!
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
[quote="Decoy!!! (from the other forum)](not to mention the first courtyard of the newest version kills my fps)[/quote]I cannot replicate this and spent a lot of time optimizing the FRC releases. They should be a significant improvement over the original. Anyone else experiencing this?
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Just fixed that now. Thanks.

I'm also widening the downward ramp at the second CP. I'm going to also try another CP solution in that area. Stay tuned!
 

Citizen Snips

L3: Member
Apr 8, 2010
118
16
You shouldn't delete your work after you finalize it; if it ever gets made official, you may want to tinker with it afterward, and there's nothing wrong with that.

Anyway, did you see my post about the pit at the first point? Could you take that into consideration?
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Thanks for responding earlier Snips, sorry I missed it. I agree with your points from the perspective of "don't annoy the player." However, I have to wear a designer hat too. Here's my reasoning for the current ramp situation:
the only way to get out of the pit is to run up to the defending end of the gully. This is bad for when the cart is at BLU's end of the gully, as it's harder to get back to without getting killed by a swarm of REDs on their end
What you describe was intentional: as blu you shouldn't want to fall into the ravine during the initial push. It is meant to be a focal point of fighting and an advantage for defense.
and it's bad when it's at the end, as it almost encourages BLUs to jump into the gully as an alternate pathway.
Also deliberate. As the cart gets closer to the CP it should be easier for offense to touch the CP as it build tension for defense. Getting blasted off the bridge is still a determent, but not as devastating as the first crossing.

The pit is a decent route when stage 2 starts, blu can get to the opposite side of the cave entrance (and the long alt-route) without having to cross the path of snipers/explosion spam. If the ramp was on the other end of the ravine there would be less routes as the rest of the map opens up.
 

Citizen Snips

L3: Member
Apr 8, 2010
118
16
Oh yeah, I forgot to mention: getting out of the final red spawn is like going through a rat maze. Can you try to make that easier for Red to navigate?

That's probably always been my biggest issue with the map.
 

ShamanBond

L1: Registered
Apr 16, 2010
33
5
Yes, getting out of the final red spawn area was a lot easier around FRC4 or so.

Also, the last point is insanely easy now, I'm not sure what changed, maybe it's all the paths to the downstairs area but it's extremely difficult to defend.

Maybe move the 2nd last cap point back some or take it back out.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Yes, getting out of the final red spawn area was a lot easier around FRC4 or so.
When I get back home in January I'll take another look at the final spawn area and see if I can streamline it more.
Also, the last point is insanely easy now, I'm not sure what changed
This is a bit of a mystery to myself too as the layout isn't very different. In fact, red should have an easier time with the sniper ledge in the back building. I think the primary difference is the way the players leave spawn. Players used to mostly take the stairs, now they mostly take the vent. The lower area is actually a pretty poor position for red. The upper area is where sentries should be built, but without the team there to assist they are pretty worthless. When tweaking the spawn I will take into consideration ways to encourage players to move to the high ground.
Maybe move the 2nd last cap point back some or take it back out.
The 2nd to last cap is actually very beneficial to red. The spawn times for the last CP were left the same, but the spawn times for the 2nd to last cap are extremely low for red (like 2 seconds, almost instant). This lets red push into the courtyard area easier before the point is taken. Removing it would only benefit blue.
 

Citizen Snips

L3: Member
Apr 8, 2010
118
16
I don't think the cap should be removed, but I definitely think it should be pushed back a little; the stretch from the 3rd to 4th cap is way too long in comparison to the others. It's complicated by the whole "impossible to get out there" thing.

Definitely give Red an easier time with the final point.