EU Gameday - Wednesday 3rd July

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
Where:
TF2Maps.net Official Server: eu.tf2maps.net
Gameday Host: Geit


When:
Event will begin at:
Click here for Timezones

Map List:
Time Played | Map Name | Author | Download | Thread
30|cp_nightwatch_72|nightwatch| BZ2 |N/A
20|koth_vineyard_a1|Matti| BZ2 | 21346
20|koth_workstation_b1|fantasma413| BZ2 | 21341
30|cp_tethys_a6|Aly| BZ2 | 21267

Map Pack:

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 does not include MvM

__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.gif
.


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
 
Last edited:

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
Nightwatch:
demo: http://eu.tf2maps.net/source_tv/20130703-220423-cp_nightwatch_72.zip

The layout of the map confused me quite a bit, the extreme change in angle between CP1 and CP2 really threw me every time I made the transition through the building between the two, some signage wouldn't hurt at all either. Also, when pushed all the way back to the last point, the building between CP1 and CP2 is such a huge choke it's pretty much impossible to come back from, the attacking team has three approaches to the last point, but the defending team only has two routes to leave it by.

Healthpack placement was a huge issue with most people, there were either far too many around a single point (CP2 has two within about 200 units) or far too little (mid). A healthpack underneath mid would be great, and getting rid of a few near CP2 and changing their size.

Vineyard:
demo: http://eu.tf2maps.net/source_tv/20130703-223025-koth_vineyard_a1.zip

The main sight line over the point is very long allow for snipers and other long range classes to domiante on this map. Also, right at the end of the playtest I found an area of the map I hadn't seen before off to the side just next to spawn, if you're going to have an area that large, players need a reason to go there.

Other than that - I had a lot of fun playing the map, the ground-level sight line is quite good, however the buildings around the point extend it too much.

Workstation:
demo: http://eu.tf2maps.net/source_tv/20130703-225202-koth_workstation_b3.zip

This map is rife with visual problems, making gameplay on it quite difficult to judge: The map is incredibly bright, making it difficult to see enemies that are currently on the map. Areas of the map, such as some doorways, are too low to pass through without clipping in to the top of them, there are also lighting props that are not high enough and thus get clipped into as you pass them. There are also plenty of misaligned props and textures all throughout the map. Also, the trigger zones on the spawn doors could do with being made a little larger as the doors do not open fast enough.

On more gameplay related notes: The two large blocks to either side of the point may serve to block the sniper sightline, however they also force people far too close together at the point, the entire central area is very open to being spammed. - Also, players could get on roofs, allowing some pretty overpowered sentry nests. There's also a water filled tunnel leaving spawn which doesn't add much to the gameplay of the map.

Tehtys:
demo: http://eu.tf2maps.net/source_tv/20130703-230900-cp_tethys_a6.zip

Tethys worked well on the first round, apart from being far too easy for the attacking team to rush it (cap times are too fast). However, after that the game seemed to break down, people were able to go back to the first stage on the second stage, people were spawning in all kinds of places (BLU in RED spawn, Stage 2) and other stuff was going awry which made the map impossible to play for the full 30 minutes. I did like the layout of the map though (other than stage 1 red spawn needing some kind of direction indicator).
 

Freyja

aa
Jul 31, 2009
2,994
5,813
That's strange, the spawns seemed to work fine in my tests :(

Oh well, thanks for running it all the same Geit ^^

EDIT:
Haha, I found the bug. I'm dumb. It's set up in such a way I can't test it on my own :(
 
Last edited:

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
Either I have bad taste in lighting or the lighting is different on other people's screens.
Either way thanks for the test :D