Excavation

RD Excavation a9

SSX

aa
Feb 2, 2014
392
411
Suggestion: Make it based on the moon as a moonrock excavator and then tie it in with the Portal Storyline and get Aperture involved.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
During the imp today, I felt like the large catwalks/chicken wire-sided bridges accessible from going up the excavator went a bit underused. An extra staircase up from each base to the bridge would probably be to the map's benefit.
 

tyler

aa
Sep 11, 2013
5,102
4,621
So ignoring all the disdain towards the mid rock mess and conveyor route, what did people think of the new capture method? Is capping, getting a burst of points then resetting better than continuous points for standing on the point?
OK, I really don't like the layout and design of mid but I won't harp on it.

I do like the new capture method. Unfortunately it clutters the hud a bit and like some people said looks really confusing and unintuitive. I think the majority of players, who don't have an understanding of maps on a technical level, would have a hard time understanding it. It's cleaner and easier to understand if you do know what's going on, though. If it's at all possible, a custom HUD might benefit this immensely. I don't know what it'd look like though.

I have to say I don't really understand the motivation behind the game type. It plays more or less like KOTH with a bad mid, but with an added intel mechanic. But the intel is only available after a certain number of cores are collected--the actual number is irrelevant because no one will remember it ever--and I don't understand how it determines how many are stolen. Is it all of them? Sometimes it doesn't appear that way. Should I do intel or the point? I don't know. I hate CTF so I just stay on the point, but then half the time I lose despite only seeing the same 2-4 enemy players the whole round.

Personally I don't really enjoy playing this map. It's just a 15 minute slog where I don't feel like anything I do really matters.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
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Damn is this based on my Payload War idea? Nice to see those elements going into something.
 

penguindood

L1: Registered
Jul 25, 2015
3
0
You should make it ounces of australium instead of gems because that would fit into the tf2 universe better.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Damn is this based on my Payload War idea? Nice to see those elements going into something.

The original one was. The newer version involves no payload and much less of the original idea. I'll host the original version if you want to see the entities for it.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
I would love to see that, was it a problem with the gamemode or where you just not feeling it? Because the 72hr is coming up and I was thinking of doing something akin to the plw_ idea
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I never had the movement tied to how many players were on the point like you suggested, but you could set that up easily. I ditched the movement because I wanted the excavators to be bigger, and bigger meant source's physics wouldn't cope with them.

here it is


EDIT:
I think in this version I got an output wrong and the physboxes aren't killed. it is imperative that the physboxes are killed after a short period ( I found 3 seconds was about right) or else the server will slow down and experience CRAZY LAG before crashing.

So make sure they're getting removed!!!