Octagon

VSH Octagon a4_fix

Dic Soupcan

L1: Registered
Jul 25, 2015
14
1
Hello, and welcome to vsh_octagon, a map inspired by vsh_oilrig (you know, that map nobody likes but is always voted for).

The map is, as the title suggests, an octagon, connecting to a midpoint with, a point, and 4 outer areas, two being the spawns of the teams.

This is my first map, and as such, I probably made like a trillion mistakes, so bear with me.

Anyway, this is a basic versus saxton hale map. On the red platform are 31 red player spawns, and on the blu there is a single one, the hale, and in the middle the control point.

As you might have already guessed, the water does in fact kill you, so, don't fall in!

Anyway, yeah. It's the octagon. Have fun!
 
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Dic Soupcan

L1: Registered
Jul 25, 2015
14
1
Is there any lighting in this map? I can't tell. But you always need lighting in your maps.
Thanks for replying :D

There's a light_environment, yes. Since it was outdoors, I figured that's the only light it really needed (that might change in the future however).
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Well if you have a light_environment it's either not working or you have a leak, because that lighting is fullbright. I'm missing ANY shadows on the whole map, and even with the most terrible light settings shadows are visible, and in this case they're not.
 

Dic Soupcan

L1: Registered
Jul 25, 2015
14
1
Well if you have a light_environment it's either not working or you have a leak, because that lighting is fullbright. I'm missing ANY shadows on the whole map, and even with the most terrible light settings shadows are visible, and in this case they're not.

Hm, I figured something was up. I'll get fixing.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Shoutout to myself:

http://forums.tf2maps.net/showthread.php?t=22841

maxresdefault.jpg

DID SOMEONE SAY OCTAGON

I'm cool with you keeping this name if you like. pl_octagon isn't in active development atm and even if it was VSH and ordinary TF2 are far enough away from each other that there's no real clash in misunderstanding.
 

Dic Soupcan

L1: Registered
Jul 25, 2015
14
1
Shoutout to myself:

http://forums.tf2maps.net/showthread.php?t=22841



I'm cool with you keeping this name if you like. pl_octagon isn't in active development atm and even if it was VSH and ordinary TF2 are far enough away from each other that there's no real clash in misunderstanding.

What a shame, how can you find an octagon if you're stopped?

Good to know other people in this world can appreciate the glorious 8 sides and 8 awesome angles.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Just so you know, Hale/the freak needs cover if he's going to stand a chance against the enemy team. The blue player is only melee, and even though he has a lot of health, the whole of the red team has projectile weapons, so all they have to do is continue to fire at him for the length of the round and he will lose his health in no time. Think Left 4 Dead's tank. Unfortunately, the tank runs at the same speed as a back-pedalling player, which means he can never catch up to someone without things like obstacles, tight spaces, corners, cover, and so on. You need complex structures that split up players and confuse them, giving Hale the chance to hide himself away and appear at an unknown place, taking red players by surprise.

Also be very wary of supplying red engineers with enough metal to get a level 3 sentry up in a short time with no resistance. Once a red engineer finds a nice corner to camp in with his level 3 sentry and dispenser, it's game over for the blue player because the sentry knockback is horrendous. Especially annoying when he camps on the control point and you can't get in there.

Another thing. Try to avoid making routes that can loop around on themselves, because it makes it much harder to find players and catch up with them if they are continually running. You want to try to make your routes end somewhere so that if players are funnelled down it, they must stand and fight, or work really hard to escape. A map that's a rectangle, or the shape of an hour glass, where red players are forced through choke points makes it easier to design for VSH, I think.

Hmm. Has anyone actually modded the L4D tank in to VSH, yet? It seems like such an obvious choice.
 
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Dic Soupcan

L1: Registered
Jul 25, 2015
14
1
Just so you know, Hale/the freak needs cover if he's going to stand a chance against the enemy team. The blue player is only melee, and even though he has a lot of health, the whole of the red team has projectile weapons, so all they have to do is continue to fire at him for the length of the round and he will lose his health in no time. Think Left 4 Dead's tank. Unfortunately, the tank runs at the same speed as a back-pedalling player, which means he can never catch up to someone without things like obstacles, tight spaces, corners, cover, and so on. You need complex structures that split up players and confuse them, giving Hale the chance to hide himself away and appear at an unknown place, taking red players by surprise.

Also be very wary of supplying red engineers with enough metal to get a level 3 sentry up in a short time with no resistance. Once a red engineer finds a nice corner to camp in with his level 3 sentry and dispenser, it's game over for the blue player because the sentry knockback is horrendous. Especially annoying when he camps on the control point and you can't get in there.

Another thing. Try to avoid making routes that can loop around on themselves, because it makes it much harder to find players and catch up with them if they are continually running. You want to try to make your routes end somewhere so that if players are funnelled down it, they must stand and fight, or work really hard to escape. A map that's a rectangle, or the shape of an hour glass, where red players are forced through choke points makes it easier to design for VSH, I think.

Hmm. Has anyone actually modded the L4D tank in to VSH, yet? It seems like such an obvious choice.

Appreciate the feedback! :D

I'll be sure to add some points of cover for hale.

I doubt a medium ammopack will let engineers quickly set-up, but I'll keep that in mind.

Usually what I see is hales in the air longer than they're on foot, at least the good ones. Regardless, being chased by a hale while having to shoot at him and making sure not to fall off tends to be a challenge. Maybe some play testing could do this map justice, which unfortunately will be hard to get.

The only issue with the tank is that it doesn't really fit, it's not really cartoony or anything.

Anyway, thanks for the helpful advice. :)
 

Dic Soupcan

L1: Registered
Jul 25, 2015
14
1
vsh_octagon_a2 has arrived
Changed the single barrels to the single metal pane
Changed the stairs from the outer areas to brushes
Added a double metal pane after the ramp at both spawns
Added a 'made by' thing