tc_ironton

TC tc_ironton a4a_reup

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
67
tc_ironton - territory contol

(Ideally) City themed territory control map.
Why is it using custom models and textures? why are there so many textures? I wanted to practice as many aspects of mapping as possible in a singular map.
 

Prolyfic

L5: Dapper Member
Dec 19, 2014
220
22
How many days do you made this map, because I can see a good map on the future !
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
What are those random big-ass letters on top of some things? Are just a replace for the "A,B,C,etc) signs?

Also,I THINK 20mb is too much for this map? Maybe? Have you repacked it?

Either way nobody likes TC,just look at Hydro... also there's 2 crappy-ish tc maps here. ew. ewewewew. Looks good. In my opinion TC is really underrated. Hydro is just a total mess (in terms of attack-defend. Specially the last CP. You can't defend AT ALL. RED takes a shit ton of time to respawn,while BLU respawns instantly. I think it should be just the opposite.)

Soo,yeah. I'm looking forward to it.
 

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
67
How many days do you made this map, because I can see a good map on the future !
Couldn't really say for sure, the oldest updated file on the basis of this map is from march 8th, I want to say I took a week to make that particular file, but I could've saved over that.


EDIT:
I saw you makin this map over the course of like 3 months!
Cant wait to test it for myself! :D
Yeah around 3 months
 

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
67
What are those random big-ass letters on top of some things? Are just a replace for the "A,B,C,etc) signs?

Also,I THINK 20mb is too much for this map? Maybe? Have you repacked it?

Either way nobody likes TC,just look at Hydro... also there's 2 crappy-ish tc maps here. ew. ewewewew. Looks good. In my opinion TC is really underrated. Hydro is just a total mess (in terms of attack-defend. Specially the last CP. You can't defend AT ALL. RED takes a shit ton of time to respawn,while BLU respawns instantly. I think it should be just the opposite.)

Soo,yeah. I'm looking forward to it.
There were quite a few things I strayed away from as far as the gamemode logic itself goes. You'll need a flag to capture points for example, this doesn't apply to finales. I also flipped around the respawn times for the four central territories, so it's short near the beginning and gets longer as time ticks down. The letters are there to relay information mostly, as those are the names of the zones in the files, and it is easier to say "there is a problem in the area connecting X to Y" instead of "there is a problem with that one area".
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
With a flag? That reminds me of some A/D CTF maps. xD

But I like that idea of using letters so people can give feedback on different places of the map. Clever. Yep.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
hey did you scrap tc_idgaf we all were waiting for?
how dare you
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Man that was kind of a joke, you know. ofc a name like idgaf is a placeholder.
 

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
67
  • Logic involving the blue finale has been fixed.
    • Hopefully that's the last issue with logic, but I doubt it :p
  • Cap zones's required time has been been reduced to 3 seconds for the central areas, 2.5 seconds for finales.
    • It felt as though it was too difficult to capture areas, even areas that were intended to be defendable for a team comprised of offense classes.
  • When leaving W, going towards Z, there are two openable doors on the right now. They are shared with the WY connector.
  • Many doors have been widened.
  • W's corridor pointing toward X has been widened.
  • W's corridor roof has been raised.
  • Corridor doorways WY can't be seen all the way through nearly as much. (slide door W to break room Y)
  • Y's spawn awning is not as gigantic anymore.
  • Small building near Z spawn no longer clipped to the skybox, can be jumped over now.
  • Some areas have subtly gotten more fighting space.
  • Setup timers are now 15 seconds instead of 30 (25 for finales from 45)
Mostly what did get tested got changed; some areas were not fought in and I can't really make an accurate assessment on how those areas would best be changed without seeing that. (most notably area X and it's connectors to W and Z)

Read the rest of this update entry...
 

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
67
  • New map in spawn area! hopefully clears up at least a little confusion
  • Clipping on WZ connecter fixed.
  • Warmup time increased slightly.
  • Capture time increased slightly.
  • Truck on Y; now a car, can't get stuck inside of anymore
  • tweaked around some walls on WY connector, WZ connector, and (SUPER SMALL) on YZ connector.

Read the rest of this update entry...
 

JKTwice

L1: Registered
Aug 12, 2016
7
0
I really wish I didn't have to say this.
I like the idea. A version of Territorial Control where it's basically TF Classic Control Points. Unfortunately, people won't play it because they will become confused on what to do, and it requires a lot of teamwork for an escort type gamemode not suitable for casual play.
That doesn't mean the map isn't good. I'm glad someone is trying a city theme and the open spaces suits today's gameplay of TF2. However I cannot find a server running this map, so I might
1. Petition for this map to be run somewhere
2. Make my own
In short
Pros: Open spaces, Many routes, Unique gamemode, New theme
Cons: Confusing gameplay can drive newer players off
 

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
67
I really wish I didn't have to say this.
I like the idea. A version of Territorial Control where it's basically TF Classic Control Points. Unfortunately, people won't play it because they will become confused on what to do, and it requires a lot of teamwork for an escort type gamemode not suitable for casual play.
That doesn't mean the map isn't good. I'm glad someone is trying a city theme and the open spaces suits today's gameplay of TF2. However I cannot find a server running this map, so I might
1. Petition for this map to be run somewhere
2. Make my own
In short
Pros: Open spaces, Many routes, Unique gamemode, New theme
Cons: Confusing gameplay can drive newer players off
I appreciate what you think of the map so far, but I strongly recommend that you don't have the map ran anywhere. I do a bit of internal testing and there are currently more gameplay quirks then I would like there being at the very moment.

For one, I am doing a ground-up on all the brushwork because I changed how I laid down brushes many times up to this point, making it very difficult to work in the current workspace. Another thing is that I will be changing how the flags behave in a few ways; I intitally intended them to be a team supporter to encourage gathering around flag carriers, but that led to nigh-invincible players running round making them walking bullet sponges. I intend on making it clear in the map that you'll need a flag to capture and avoid backcaps, but the flag won't be getting any buffs when a5 comes around. I would also like the areas more clear and clutter-free as to make it easier to distinguish where any given player might be.
 

JKTwice

L1: Registered
Aug 12, 2016
7
0
I appreciate what you think of the map so far, but I strongly recommend that you don't have the map ran anywhere. I do a bit of internal testing and there are currently more gameplay quirks then I would like there being at the very moment.

For one, I am doing a ground-up on all the brushwork because I changed how I laid down brushes many times up to this point, making it very difficult to work in the current workspace. Another thing is that I will be changing how the flags behave in a few ways; I intitally intended them to be a team supporter to encourage gathering around flag carriers, but that led to nigh-invincible players running round making them walking bullet sponges. I intend on making it clear in the map that you'll need a flag to capture and avoid backcaps, but the flag won't be getting any buffs when a5 comes around. I would also like the areas more clear and clutter-free as to make it easier to distinguish where any given player might be.
Glad to know you are aware of these problems. Maybe you could change instruction text to something like "Escort your Flag Carrier to the enemy's' point while protecting your own point"?
I would also love to see a retextured flag become a bomb. It would make a lot of sense. Keep up on the great work!