New File Added: CTF_VILLAGE_BETA1

M

Mundinator

Downloads: A new file has been added by Mundinator:

CTF_VILLAGE_BETA1

This is a small, tight map intended to encourage massive carnage in the middle (on the bridge). Many sniper and turret locations possible here. Battles should be decided quickly OR well positioned teams may need to hunker down for a long fight full of gibblets galore. Beta testing will see if this holds true.
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
just had a little run around it on my server - not too sure how its going to play out - im looking to get a game going later today but my first fear is sniper heaven in the main area, some nice spots for engies to set up offensively so it will be interesting to see just how it plays out, found a visual bug which ive included below,

jumping on top the the slding door roof makes a shadow of the door appear through the wall. and obviously opens it too ;)

the spawns room could do with a little more detail as they look a little bland now - and its the first impression you get of a map once you d/l it - also the water area in the middle could do with some work, to make it look more fitting - the buildings in the distance help but for me dont quite pull of that polished feel,

the insides of the house could do with some more details as they appear a little bland inside, and maybe some navigation signs - alsthough the map is pretty easy to learn, but certianly the capure points could be more obvious - first thought for me as player is to take it to where the other briefcase is ala 2fort.

Anyway without having played it extensively with other players yet thats all the criticism i can offer :)
 
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Paria

L5: Dapper Member
Dec 12, 2007
202
31
had a full playtest on it - taken it out of rotation for now - spawn room doors bug at some point meaning the entire team become stuck in there :)

other things - frame rate is bad in places once the map is busy, teleport entrances are placeable inside spawn - not good

demoman/soldier can get underneath the map by rocket jumping onto the building and then falling thru them.

Apart from those niggles it didnt play too badly ;)
 
M

Mundinator

HUGE thanks guys. I was only able to do some very limited testing with two friends, so this helps a bunch!

I know about the lack of detail in some areas. I wanted to get the map out the door and tested before I went an polished the hell out of an area that needed to be torn down and redone for gameplay reasons.

Again, huge thanks...I am going to sit back for a few days and let some feedback pile up before I tweak things.

Not sure what happened with the spawn doors...they work fine on every test I have done. I'll see what I can find.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Looks pretty good, I think you have some HL2 textures in there, make sure you swap those out for TF2 ones pretty sharpish and everyone will love you.

About the doors, make sure the trigger for them has the open and close output set to onStartTouchAll and onCloseTouchAll. that way it won't ever close if there are still people near it.
 
M

Mundinator

Ah...thanks Youme. I'll add that to my list of things to fix.

Did you just run your own server or did you play on a hosted one?
 
M

Mundinator

Ok, figured out the door problem. The Valve SDK Reference did not say to set the Delay Before Close to -1. Anything other than -1 can lead to griefing. I updated the Valve Wiki to reflect this oversight. Hopes this helps others too!