New Submission: CP_Mountaindepot_b1

Zipok

L2: Junior Member
Jun 26, 2008
96
5
Downloads: A new file has been added by Zipok:

cp_mountaindepot_b3
Greetings! cp_mountaindepot is my newest production and this time, the map will also get released.

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The short, official info about the map:

Map name: CP_mountaindepot
Creator: Tomi Kupiainen, aka. "Zipok"
Game type: Control Points
Current Version: _b3 (third beta)
Version release date: 4.8.2008
Servers that host the map: 192.168.1.76:27015 (CrazyCrushersTest Server, got the map there 24/7 atm. version is _b2u though, getting that changed asap.)


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This is the third beta version, which has been further optimized and had its flow / balance tweaked a bit. More playtests needed! The main goal of this beta version is to find out how the map plays in a proper environment (good server with enough players). Gameplay, balance and lag issues are big things here.

The gameplay of the map has been designed so that the better doing team (the one that has more CP:s) will have the height advantage. Respawn times are short, so that the action will be going on without too much waiting. The key in this map will (or should) be controlling the high ground.

The possible issues that I want you to tell me about:


- Any parts of the map where you get stuck?
- Some places where you should not be (outside the map, inside a room that appears to be sealed.)
- All visual glitches.
- LAG. Where do you get most lag? This is the most important one.
- Do you think there are enough medkits / ammopacks, or too much?
- Does some class feel inferior to others, or is any class seemingly overpowered?
- Any other issues that you would like to report are considered, so report them!

Accompany your issue report with a screenshot, that makes me happier and more eager to fix it.



Upcoming changes for version _b4:

- Middle CP shall look more interesting, also adding a new crouchjumping possibility there.
- Adding some visual hints in hopes of leading people to some of the pathways that were left a bit unused.
- One of the floor -level doors at second CP will be made accessible more easier from first CP.
- Making some jumps available to all classes.
- Fixing more places where playerclips don't work as intended.
- Some visual glitches are getting fixed.


Changes for version _b3:


- Middle CP layout changed
- Modified some of the ramps (detail -wise, also made them less steep)
- Reduced capping times on middle, and 2nd to last points
- Made the distance between second and first CP shorter
- Slightly increased spawn times
- There is now a penalty (increased spawntime) for the team that loses their 2nd CP.
- The time added from capping the 2nd CP has been reduced.



Changes for version _b2u: (the u stands for updated by the way.)

- Second CP area seriously modified. Now it provides for better gameplay and more interesting looking setting.
- Some lighting tweaks. (Replaced some "light" entities with "light_spots" for smoother lights. Hopefully smoother.)
- Added a small catwalk to the first CP area.
- Fixed the computer room computerwalls behind glass doors. The vvis bug is no longer present, neither is the glass.
- Fixed couple more places where people could get stuck.
- Added TF2maps.net advert overlays to two rooms.

Changes for version _b2:


Major changes

- Optimized the map (added occluders, areaportals) for better FPS.
- Added playerclip textures on certain walls to prevent people getting stuck.
- Added Spectator cameras.

Minor changes

- Added a few additional signs to tell where to go.
- Minor detail / terrain changes.
 
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gH0sTy

L1: Registered
Jul 25, 2008
9
3
Hi, had a quick look at your Map.
Looks nice... could be a fun Map.
Here are some things I found

This was my perspective when joined spectator after I started the Map.
Add some camera perspectives.


Add the "Resupply" signs.


Add a texture to that window, a black hole doesn't look nice.




That's it for now... nice Map ;)
 

Zipok

L2: Junior Member
Jun 26, 2008
96
5
Thanks for quick replying! The resupply signs I totally forgot (will be adding them now(posting a new version only after getting enough info to do the optimization)), but the "black hole" windows are there on purpose. I liked it that way. The blackness is actually a skin for the window model. :D

And for the spectator camera issue, that is something I couldn't foresee at all. Thank you again. :)
 
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gH0sTy

L1: Registered
Jul 25, 2008
9
3
Looks nice, the map is getting better and better :thumbup1:

I get stuck at the following screens.
It's a bit tricky to get stuck there but it's possible.
Just move around a bit between the resistances you notice there.







Here I was able to move through that wagon and build a Sentry inside the wagon.





Here are some screens of some textures that doesn't match, but that's just visual fine tuning.













 

Zipok

L2: Junior Member
Jun 26, 2008
96
5
Big thanks to you once again! Your eye has found out things that I did not. It feels great to have someone do test runs on my map not only once, but twice! This is extremely helpful, and the stuff you mentioned will be fixed asap, hopefully to the gameday test version. :)

Edit: The places where you got stuck were caused by a displacement that was bugged. Fixed the thing by adding a func_detail to block player from getting in touch with the buggy part (as I couldn't get them sewn together.)
 
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Apex_

L3: Member
Jan 23, 2008
122
14
I gave the map a second run through earlier as well, and snapped some pics of issues I noticed. I was kind of tight on time so I only got the red side mostly, but some of the problems may be the same on both sides or are general design tips that apply in general. :)

Here's the handful of pics on my site, each with a highlight. #4 has no commentary on it because it's more or less design advice. Basically it's a giant plain wooden ramp, and it's boring ;) If you want you can stop by the Steam chat and PM me, I'd be happy to throw some ideas your way and discuss the map further.
 

Zipok

L2: Junior Member
Jun 26, 2008
96
5
Thank you, Apex_! I will post my comments regarding your pics here. And yes, I will gladly discuss the map further, the last conversation we had was very helpful. Perhaps when I've got time. :p

Pic #1: If you mean the bug that the steps overlap the support, it has been hotfixed.
Pic #2: No, I won't block that area because I want players to be able to use that room. :)
Pic #3: Nice find, that will be hotfixed now.
Pic #4: Yep, it is boring. Haven't figured out yet how to change it to be more interesting, won't happen for this gameday I'm afraid.
Pic #5: Yes, yes it could! And that there shall be.
Pic #6: Hmm.. that is something that I will have to do some "trial and errors" with to see how I like it the best.
Pic #7: Ah.. Ofcourse. I should've added the custom texture to the downloadable file. Hotfix incoming!
 
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Apex_

L3: Member
Jan 23, 2008
122
14
Pic #2: No, I won't block that area because I want players to be able to use that room. :)

Use it for what, exactly? That little alcove reminds me a lot of the ones on ctf_turbine, except lacking any real lure for players to go there except possibly (and with a lot of luck) surprising an enemy. Alcoves like that generally aren't great hiding spots because you're backed into a corner, and in this case you have to hop an obstacle to get in or out. If you tip up the toll arm thing so you can simply run in or out it'd be fine as a quick stop or cloak recharge spot, but really having to hurdle something is too much work ;)

Just my two cents though, it's not really hurting anything leaving it as is I suppose.
 

Zipok

L2: Junior Member
Jun 26, 2008
96
5
I can imagine that as a possible place to set up teleporters, and cloak recharging there ain't gonna be that hard as you can just crouch jump over it. This is just my stubborn opinion, but I want to keep that room as it is, like the small cave in the first CP area: at the first look the spot may seem useless, but perhaps someone can find it useful...
 
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cornontheCoD

L420: High Member
Mar 25, 2008
437
70
I played it on gameday. it was fun, and for a symmetrical CP map, that means you're doing something right.

my complaints are the ones that people have already said. the upstairs in the middle cap should be only scout jump and explosion jump accesible, and it is too easy to hold the middle cap.

also, the drop down where you get hurt and theres a small bottle of health needs to be changed. it has brushes sticking out a little on the sides, stopping you from falling all the way. also, you may think about getting rid of the health bottle there. If you go down through that hole you are gaining an advantage (its closer and a surprise). thus you should maybe get rid of the health. with every advantage there should be a disadvantage.

good map ;) and keep up the good work. cant wait to see the final version, then we'll finally have a fun symettrical CP map!
 

Zipok

L2: Junior Member
Jun 26, 2008
96
5
I shall consider removing the health bottle there, good point. But to the case about brushes sticking out from there, they are there to allow scouts to climb it up. :)

Also, the issues relating the mid CP balance I've noted seriously. Atm I'm considering making easier access from 2nd CP to the tunnels leading to mid-cp, and also considering about making the access to the upper level a bit more open and dangerous to attempt. Also, I've considered lowering that same catwalk a bit, and changing its layout so that from up there you won't be able to camp the CP that easily. Also I'm thinking of making the upper level of the mid CP nobuild. Need more playtests (a freaking lot more) to be sure.

Another things on my TODO list are the ramps. I'm making them less steep, and a lot more fitting for the "facility / warehouse in a cave" -theme that the map somewhat has. Hopefully I'm also making them a bit more easier to climb up if there is a defender standing on top of them.

Shame to admit that I had to increase the respawn times a bit (from current 3-5 seconds to 4-8), and also add some sort of a penalty for the team that loses its second CP (a couple seconds more to the spawn timer.) I want the map to have fast-paced action and quick rounds, and hopefully the upcoming changes (that you will see at the next gameday for sure) are for the best.
 
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Zipok

L2: Junior Member
Jun 26, 2008
96
5
Oh joy. Someone on TF2F forum decided to give my map a test server that runs the map 24/7. :) Check it out if you want, perhaps organize a playtest event if enough people are wanting to.

The server IP is 192.168.1.76:27015 and the name is CrazyCrushersTest Server. Check it out! :D
 
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Zipok

L2: Junior Member
Jun 26, 2008
96
5
Agh.

I just realized that this map won't work on competitive 6v6 TF2 gameplay. Been playing some pick-up games lately and I think I'm starting to learn how to make a map better viable for competitive and public gameplay. Mtdepot will stay like it is (ofcourse I shall fix the issues with the map that I've met this far), as I think it has some potential for a public funmap, but on my next map, I shall consider the competitive side of TF2 more seriously..

A big learning experience this map has been, and still is, I'd say. :)
 
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