UGD #2 - Thursday December 13th

Sep 7, 2012
638
500
Welcome to the second in the series of Nightwatch's Unpopulated Gamedays! Originally scheduled for a time when no one was available, it has been timed anew for fresh and stimulating gameplay in all corners of the globe.

Where:
TF2Maps.net Official Server: 70.42.74.31:27015
Gameday Host: nightwatch


When:
Event will begin at:
Pacific (PDT) : 11:00 AM
Mountain (MDT) : 12:00 PM
Central (CDT) : 1:00 PM
Eastern (EDT) : 2:00 PM
UK : 7:00 PM
Central Europe: 8:00 PM
Australia & elsewhere: Just click the link below, I couldn't figure out your confuzzling time zones.
Click here for other Timezones


Map List:
Time Played | Map Name | Author | Download | Thread

20|koth_snowside_b2|Dïcecübe| Dropbox (.bz2) | 20560

30|cp_pinnacle_a1|Tarry H Sruman| Dropbox (.bz2) | 20561

20|koth_dustplant_a4|colacan| Dropbox (.bz2) | 20556

30|cp_snowbound_a3|x6herbius| Mediafire (.bz2) | 20328

20|koth_hippies_alpha|BrockStonefist| Mediafire (Not compressed, .bsp) | 20567


And if there's still interest afterwards, we'll squeeze in

Time Played | Map Name | Author | Download | Thread

30|cp_edifice_a2|PDT| Dropbox (.bz2) | 20586

Map Pack:
Thanks xherbius

Rules for Map Submitters:
The map must be playable. This means fully functional objective system, proper spawns, not fullbright, etc.
__The purpose of this testing is to help authors refine their designs, not catch newbie bugs.
Filename must be versioned. (ctf_example_a1.bsp, not ctf_example.bsp)
__Do not rename a bsp after compile. The vmf must be renamed before compile.
Filename must be all lowercase. (ctf_example_a1.bsp, not CTF_Example_A1.bsp)
__Our Linux servers don't work with uppercase names.
Map must be in development, finished maps do not require testing.
Map may not use a point_servercommand to alter any variables.
Map must be designed for standard play.

__This means no melee, class restricted, too small for 24 players, or otherwise gimmicky maps. However, Medieval maps will be allowed under decision of gameday host.
You may NOT reserve a submission without a download.
• If an author has more than one map they want tested, they must be submitted to separate days.
Non-compliance with rules will result in rejection of the submission.


Submission Format:
• Exact Map Filename (ctf_example_a4)
• TF2Maps.net file ID number, OR url to offsite download.
__BZ2 compressed files are greatly appreciated to save time for the host.
__May not be a hosting site like mega-upload (wait times, codes, excessive ads, etc).
• TF2Maps.net discussion thread number.
__The scheduling system uses this number, I need it, not the post number.
If your submission is a single stage out of a multi-stage map, please mention this. (orphaned stage)
If you are a donator with upload abilities, please say if you have already uploaded the map.

Testing options:
A time extension may be requested for mature non-arena maps in need of fine tuning (this includes orphaned stages).
A specific time slot: Available time & your time zone.
__Only use if you aren't available for the whole testing period and wish to attend your map.
Would you like the SourceTV demo of the test?
__These are automatically recorded at all times so there's no need to ask any more :thumbup:.


Information
• First come first serve, until the 2 hour period is filled.
• Maps will get 30 minutes playtime, KotH/CTF/SD gets 20, Arena and orphaned stages get 15.
• Last map can exceed the limit so long as the testing starts within the 2 hour period
• You can keep the same TF2Maps.net file number by clicking edit on your file's page and then simply putting a new file in the upload box. This makes it easier for you (don't have to update all your links), easier for me, and less clutter on the site. (picture)
• Any maps that have been tested in the previous Gamedays that week (regardless of version/changes) will be given lower priority over other maps submitted to said test



This will be the second gameday I run, so please be patient and bear with me if everything doesn't go as smooth as when yyler does it.
 
Last edited by a moderator:

NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
Just querying some of the feedback I got because it's quite cryptic:

The sightline from small balcony to the blu's upper route makes it way, way less useful than it could be (Wilson) - no location left so I don't know where it is.

leaves a location (Wilson) - um... (This isn't in relation to the above because it's in the Blue spawn)

or try adding planks with random rotation. (Dïcecübe) - is this in reference to replacing the small wooden crate near the Red cargo crates at stage 3 and having stacked planks instead?

I don't like the next outside red's spawn at stage 2. Replace them with the models. (Dïcecübe) - what's a "next"?

Ahem I mean original. Because there's many possiblties on attacking and defending. (Dïcecübe) - again, I'm afraid I have no idea what that's in reference to. There's no previous comment it looks like it's following on from.
 
Sep 7, 2012
638
500
leaves a location (Wilson) - um... (This isn't in relation to the above because it's in the Blue spawn)

This one was an explanation to someone who didn't know the feedback system. Wilson was explaining, and said "!fb leaves a location", which appeared in your feedback because that's what happens. Ignore it.
 

Arne

L3: Member
Nov 22, 2012
114
55
or try adding planks with random rotation. (Dïcecübe) - is this in reference to replacing the small wooden crate near the Red cargo crates at stage 3 and having stacked planks instead?

I don't like the next outside red's spawn at stage 2. Replace them with the models. (Dïcecübe) - what's a "next"?

Ahem I mean original. Because there's many possiblties on attacking and defending. (Dïcecübe) - again, I'm afraid I have no idea what that's in reference to. There's no previous comment it looks like it's following on from.

1. Uhm no I meant adding some planks to the net-fence at the left flank next/near to the red spawn at stage two. Same thing with 2. But with the fence models from, hmmm I think... /coalmine.

3. I was talking about the layout. I thought the mix of the layout you got there was original. I was talking about that there's many ways to flank and attack the 2-2 (second point at second stage) point since there's many spots to defend the point from. In my opinion.

Well. That was a real fun gameday.
 

NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
1. Uhm no I meant adding some planks to the net-fence at the left flank next/near to the red spawn at stage two. Same thing with 2. But with the fence models from, hmmm I think... /coalmine.

3. I was talking about the layout. I thought the mix of the layout you got there was original. I was talking about that there's many ways to flank and attack the 2-2 (second point at second stage) point since there's many spots to defend the point from. In my opinion.

Well. That was a real fun gameday.

Thanks for clarifying.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
Just querying some of the feedback I got because it's quite cryptic:

The sightline from small balcony to the blu's upper route makes it way, way less useful than it could be (Wilson) - no location left so I don't know where it is.

I forgot to use !fb for that.

I meant the upper route to the 2nd point on stage 1.