TC Kennecott

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
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oh god what do i think im doing

TC KENNECOTT

TC Kennecott is my second stab at a territory control map, my first being a complete train-wreck of paths, doors, and stupidly open points.

While I plan on slowly releasing my design documents and theory as roll out changes and steadily add more points, the essential idea is to create a TC map that follows all of the functions of Hydro (Capture Rate, Time, CP Connections, Respawn, Etc.) while introducing a more unique territory design.

As always, huge thanks to "A Boojum Snark" for his mapper's resource.
Also, a special thanks to "grazr" for his simple, yet amazing breakdown of TF Design Theory. Out of all the articles I studied when designing this map, I found his the most helpful and thought-provoking.
 
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Jack Riguel

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Jul 19, 2009
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Current Overview as of a2b
tc_kennecott_a2b0001.jpg
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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Posting a TC without an overhead view is an offense punishable by Hammer to the knee.

I see what you did there...

I'm excited to try it, I'm sorry it could fit into a gameday. TheHarriboKid is posting on on tuesday, so you can check in then if you don't get an impromptu by then :D
 

Jack Riguel

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Jul 19, 2009
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Why would you mark A and B on a TC map?

Changelog said:
A1
  • Initial Release
  • Round Orphan: A-B

Half of it is for feedback and gameplay design. Im going to be orphaning each stage as I test through alpha, and it's easier to test points A-B then points "Receiving Yard - Cliffside shacks."

The other half of it goes into some of the theory I constructed, namely into player psychology. Ill expand on it further later, depending on if it fails or succeeds.

Posting a TC without an overhead view is an offense punishable by Hammer to the knee.
I'll get right on that.
EDIT: In First Post
 
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YM

LVL100 YM
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Dec 5, 2007
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You reeaaallly should test all four mid points at once, since if you change the position of one small bit of cover, it has an effect on a total of three rounds. Also testing each round on it's own will take for-goram-ever
 

Jack Riguel

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Jul 19, 2009
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You reeaaallly should test all four mid points at once, since if you change the position of one small bit of cover, it has an effect on a total of three rounds. Also testing each round on it's own will take for-goram-ever

You're probably right, my main concern was that feedback would be less informative (this was before I knew about the great feedback plugin) since player would only get a quick wash of each section... which if memory serves me is what happened during the meridian tests, though of course that map did take about 13 years to develop.
 

Jack Riguel

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Jul 19, 2009
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Kennecott A2

tc_kennecott_a2b0007.jpg

took long enough

A2
  • Added Points C and D
  • A and B adjusted to accommodate new rounds
  • Spawn Door Changes to A
  • New Ramp to Spawn at A
  • Cover Redefined at B

Check Up Above for bird's eye and new screenshots.

Known Issues
  • Spawn doors at D clip through roof
  • An arrow is facing the wrong way in round AB (from B's side).
 
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Jack Riguel

L10: Glamorous Member
Jul 19, 2009
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Version A3
  • Removed rounds AD and BC (crossover)
  • Added new routes in CD and AC
  • Additional Optimization
  • Redesigned path-blocking for rounds BD and AC
  • Fixed some bad geometry

Known Issues
  • Some bad clipping near B's raised building
  • Difficult Crouch-jump around the buried container near A
  • Some sky brush issues and odd structures.

As an added note, I'm looking for feedback on ways to redesign C to make it more easily seen from the defenders without spamming signs.

Also, if anyone in the past few playtests has a personal demo from a2b, please PM me or send me a steam invite. Thanks
 

Harribo

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Nov 1, 2009
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Hey, was just running through your map to add to the gameday schedule and I was getting an error in the console:
!! ERROR: bad input/output link:
!! tf_gamerules(TC_RULES,SetStalemateOnTimelimit) doesn't match type from logic_autoO

Just thought i'd give you a heads up in case you'd want to fix and update it before tuesday's gameday
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
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254
Hey, was just running through your map to add to the gameday schedule and I was getting an error in the console:
!! ERROR: bad input/output link:
!! tf_gamerules(TC_RULES,SetStalemateOnTimelimit) doesn't match type from logic_autoO

Just thought i'd give you a heads up in case you'd want to fix and update it before tuesday's gameday

Yea I saw that, not sure what's up with it... It should be ending the map when the timelimit is up, but it hasn't been working properly. It's not a big deal, just means if a round starts and goes longer then the time the server has for the map it'll run over.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
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254
Gamedaybump. (what of it?)

Prop spam and fps lag aside, I need some feedback on level layout and design, in particular relation to the stalemates. Do points need to be more defensible, more attackable? Maybe the central areas are too tight or too open? I understand there was an issue with extended respawn times... i do intend to increase those next update.

Thanks