[WIP]KoTH_Garbage_Day - Playtest Phase

What Is Schwa

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Jan 13, 2008
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UPDATE 1/12/2012

Due to many requests, Garbage day has been FIXED and will run on your servers again.

koth_garbage_day_final
 
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Bonafide

L6: Sharp Member
Mar 18, 2008
313
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I think a map needs cubemaps before playtesting imo. I dislike seeing shiney purple checkers everywhere .
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
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I figure anything to make the file size smaller for playtesting would be appreciated. There's always going to be someone to bitch about something, and there's nothing the player can do about a bloated file.

I'll probably be finishing this up this afternoon. The next month for me is going to be hectic as I'm moving and won't have internet. Any suggestions would really be appreciated.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
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So... the feedback I'm getting was mentioned in my own opening post as something on my todo list.

Quick, someone bring up the lack of 3d Skybox!
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
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Updated with cubemaps and several gameplay tweaks.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
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...in the background?

I didn't go crazy with it, just a little bit of detail past the main stuff. Clouds in the sky, hills in the distance, a few roads and buildings and some trains.
 

Chilly

L6: Sharp Member
May 3, 2008
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We've played this quite a bit with at least 8-8 on our server. A few things:
- Please nobuild the elevator shaft. Right now engineers can build in the top of it.
- Please consider changing the elevator shaft to a large circular staircase, since there's some issues with people falling through the lift.
- If you do leave the elevator, please remove the "ding ding" noise. It gets to be annoying. :)
- Consider increasing the time to hold the CP by 1 minute.
- Consider having a graphic on the map that shows the current status for each team. See the towers on protectthefiles for an example. Right now teams don't know how much time they have left until they cap the point. Would a custom HUD be possible?
- Consider adding trees or other structures to limit the snipers a bit. Right now it's a bit too open.

It's loads of fun, though. :D
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I've never played a KOTH map before, but I can at least say that I think your map looks pretty.

I think I have to agree with Chilly on the elevator even though I haven't played the map. I mean, I really don't think elevators have a place in TF2.
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
We have it running for a few day now, it's clearly not a "teamplay" map but gosh we havec a lot of fun (especially as pyro, demo an soldier, in fact the 3 ejecting class), i'll put it after goldrush in order to "destress" everyone. It"s a really fun map to play, and the only koth taht people find great to play.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
indeed, koth_corporate was a bit tedious because the first team to secure the point could turtle there and the layout creates a lot of unavoidable fights on upper ground. You could amost tell the winning team form the beginning.

Garbage is much more fun location, with running scouts, blasting pyros, and crazy stuff happening everywhere.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
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Thanks for all the kind feedback guys.

---

My responses in red.
- Please nobuild the elevator shaft. Right now engineers can build in the top of it.
Thanks, this is an oversight that will be fixed

- Please consider changing the elevator shaft to a large circular staircase, since there's some issues with people falling through the lift.
- If you do leave the elevator, please remove the "ding ding" noise. It gets to be annoying. :)
These are both deliberate gameplay elements that I personally feel add to the experience. Heavies and other slower classes can quickly get to the summit and therefor increase their utility. The "ding" noise has two purposes, to alert the defenders at the top, and let players know that something is happening when they stand in the shaft. I agree it is too loud, and for some reason appears to sound globally. I'm looking into decreasing it.

I have not been able to replicate players falling through the lift. Do you think a clip brush tied to the lift would eliminate that?


- Consider increasing the time to hold the CP by 1 minute.
The current amount of time is three minutes. I don't really understand what another minute will add. I want players to always feel an immediacy in controlling the top, and am concerned that adding length will reduce that and encourage deathmatch behavior.

- Consider having a graphic on the map that shows the current status for each team. See the towers on protectthefiles for an example.
Right now teams don't know how much time they have left until they cap the point. Would a custom HUD be possible?
I took a look at koth_corporate but doing all the i/o work is beyond my time constraints right now. If anyone could point me to a prefab I'd gladly include it.

- Consider adding trees or other structures to limit the snipers a bit. Right now it's a bit too open.
I've been steadily weakening snipers with each subsequent build, but agree that there still remains too little cover. This will be adressed

It's loads of fun, though. :D

My next build will have spawn doors proper. I initially had them in but snipers were hiding behind them.

Any other bugs/problems/wishes? Lemme know! This has been really useful.
 
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What Is Schwa

L6: Sharp Member
Jan 13, 2008
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Updated OP. Many fixes and changes. Please leave any feedback.