Let's talk Doomsday.

tyler

aa
Sep 11, 2013
5,102
4,621
http://calcified.net/maps/sd_doomsday_d.rar

Logic basically looks like anyone did it, nothing special or new. Don't see any new ents. Australium is a flag with some new properties on the item_teamflag. Lots of new voice clips. Appears to basically be a CTF/PL hybrid. Will wait for Booj to confirm.

Some new props: new door, broken down hydro crate, cap point thing cut out of the larger circle (makes sense when you see it), new australium related stuff, new corkboard, new skins for the wooden_fence models but compiled as a new model for some reason, secret map model, a power core (???), rock002 mirrored, the rocket pieces, a rocket exhaust (looks like a huge vent, I like it), gameplay signs that say ROCKET and AUSTRALIUM, new wood fence model, tiny uniform locker for Poopy Joe, a banana peel, and a secret diary model. OK, I think that's everything.

Textures: the ground is a new blend texture, new overlay--search "sd_sign".

Gameplay: Has anyone managed to play this without being on a 32 man, insanely laggy instant spawn shitfest server? Because I haven't. Seems okay, other than ridiculous sightlines.

Detailing: Criminally underdone? Though maybe it's okay since the rocket blows up part of the skybox holy shit. It reminds me of the detailing on launch maps.

Also, kitteh.mdl
 
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Mar 20, 2012
391
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A bunch of members of my UGC team and I ran a 9v9 on it. It was fun, but I cannot for the life of me figure out why the ledge above the sewer entrances doesn't have a fence. That sniper sightline is just beyond stupid. As a Spy though, I enjoyed reliving Hightower's death-from-below-and-from-above elevator sequence. Mini-sentries and, to a lesser extent, normal sentries are very powerful on the map as well.

My personal opinion is that this game mode won't stand-up in competitive play (at least until someone builds a map that conforms to standard competitive design), but it's a good laugh for public.

Also - reward for coolest ending sequence for a map ever.

EDIT: To show the terrible sightline I'm referring to:
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37A1F03EF49374A5CDB02AA3A3536517B7E96690
 
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Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
isn't func_flagdetectionzone a new entity, I swear I haven't seen it before. there's been func_respawnflag before, which isn't the same thing and shouldnt be confused for it.

Map feedback: another example of a valve map that wouldn't/couldn't be developed on this forum, for better or worse? There's a lot of things I don't agree with and the gameplay isn't great, it feels like its hiding behind the gamemode gimmick too much.
As in, it gets away with things that it shouldn't; sightlines, cluster gameplay, jump class superiority, minimal chances of winning comebacks.

Obviously I'm basing this on very early and unorganized play.
I think the idea in itself is decent. But the map isn't on the same level as Goldrush was for payload, or Viaduct for koth.
 
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Mar 23, 2010
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too cramped, i dont like how tall the elevator goes, balance is undetermined because all i can find is fucking valve servers.

the gamemode is pretty cool though, pretty interesting and seem kind of tough to balance the difficulty to get the elevator up and the difficulty to get the intel to respawn thus giving your team a chance to win again. i'm probably going to make a map for this in 72hr.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Better question:

Figure out how to implement Pyrovision on all maps?
 

tyler

aa
Sep 11, 2013
5,102
4,621
isn't func_flagdetectionzone a new entity, I swear I haven't seen it before. there's been func_respawnflag before, which isn't the same thing and shouldnt be confused for it.

Dunno, have literally never made a CTF map

Better question:

Figure out how to implement Pyrovision on all maps?
Just make a pyrovision map

Not sure how the assets are handled unfortunately
 
T

The Asylum

isn't func_flagdetectionzone a new entity, I swear I haven't seen it before.

I'm pretty sure it is. I've tried to do many things with flag alert before, with mixed results. You'd think that they'd serve the same purpose though...
 

tyler

aa
Sep 11, 2013
5,102
4,621
Don't you fucking dare make another melee fort with this Asylum don't you even fucking think about it
 

Cerious

L420: High Member
Aug 10, 2008
455
133
I'm definitely with you on the detailing. There are way too many blank, bland walls scattered around. It looks like a b1 in most places, especially the incredibly ugly, plain tunnel going left out of spawn. That finale is cool as hell, though.

This is a good thing because the human eye is drawn to areas with higher detail - thus, bland areas are places that you shouldn't be focusing on, so it doesn't distract people from the areas important to gameplay. Not everything needs to be crammed full of decals and posters just for the sake of it.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Pretty hilarious:

  • Every new prop being in props_doomsday, including modifications of old props and even the new skins for the lighted signs.
  • The new attributes for the flag not being added into the FGD, or wherever, indicating to Hammer that they are in fact correct attributes for item_teamflag to have.
  • The PROPERTY DAMAGE! caused by the falling rocket just being a brush-based building that plops over rather than a custom cinematic-physics animation

Pretty awesome:
  • Flags now being able to use custom HUD images and trails
  • The messages on the new bulletin board
  • Poopy Joe's cute widdle supply... cubby... thing whatever that's called
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
This is a good thing because the human eye is drawn to areas with higher detail - thus, bland areas are places that you shouldn't be focusing on, so it doesn't distract people from the areas important to gameplay. Not everything needs to be crammed full of decals and posters just for the sake of it.

But even so, this map is underdetailed even for areas that should be bland.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
This is a good thing because the human eye is drawn to areas with higher detail - thus, bland areas are places that you shouldn't be focusing on, so it doesn't distract people from the areas important to gameplay. Not everything needs to be crammed full of decals and posters just for the sake of it.

not everything has to look like _a1 either
 

Tarry H Sruman

Large Orphanage Proprietor
aa
Jul 31, 2011
872
1,021
This is a good thing because the human eye is drawn to areas with higher detail - thus, bland areas are places that you shouldn't be focusing on, so it doesn't distract people from the areas important to gameplay. Not everything needs to be crammed full of decals and posters just for the sake of it.

There's a middle ground between overdetailing and large walls covered in blank, boring textures. Doomsday leans heavily towards the latter.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
Honestly, it is not that underdetailed.

The gamemode has potential but the map is pretty terrible because it is so easy for one team just to camp the rocket.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
The administrator's reactions to the rocket exploding make me chuckle every time for some reason.