[Contest Entry] pl_silo

Altaco

L420: High Member
Jul 3, 2008
484
120
Latest download: Alpha 5 http://forums.tf2maps.net/downloads.php?do=file&id=774

Alpha 5 Changes
=Fixed players getting stuck in cart
=Added alternate routes:
-Tunnel up to a balcony between caps 1 and 2 that is opened for blu when blu hits a "sub-capture point" between caps 1 and 2
-2 rooms connecting the area between cap 2 and 3 to around cap 2
-added an area for blu to have more of an advantage between caps 1 and 2 (extension of wood building by cap 1, opened when blu captures cap 1
=Added a sniper deck for blu near cap 1 that is opened when Blu captures cap 1
=Made transition area between caps 2 and 3 larger
=Lit some areas better
=Started detailing inside of center building


Known Issues:

-Cart flips out when hitting the very top or very bottom of the silo.


Map Description

This is my map I'm working on for the latest mapping contest. I've got the basic layout blocked out but not completely finalized and am maybe 1/4 done detail-wise. I was really hoping to add something interesting to the map without it being gimmicky, so I decided to have the bomb go straight down at the end. I'm hoping it won't be too unbalanced to one side or the other. I've been working on the layout for a while, and this idea actually came about when I had nothing to do but draw map designs for a 10 hour car ride. Hope you enjoy! C+C would be welcome.

Screenshots

Alpha 3 screenshots, new screens coming soon:
pl_silo_a30000.jpg

pl_silo_a30001.jpg

pl_silo_a50001.jpg

Overviews of the first area.

pl_silo_a20011.jpg

Inside of the building to the left in the last screenshot

pl_silo_a50006.jpg

Part of the left building, new addition in a5 that will open when Blu captures cap 1 and will hopefully tip the next area a bit more in their favor.

pl_silo_a30002.jpg

Blu's unfinished spawn

pl_silo_a50002.jpg

First cap point

pl_silo_a50000.jpg

pl_silo_a50003.jpg

The large building in the center of the map, area between first and second caps. That thing that looks like a mini-cap point is a sub-capture which will open a door for blue. Still experimenting with this.

pl_silo_a50004.jpg

pl_silo_a50007.jpg

Second cap point featuring new, improved barriers to prevent red from just firing down on blu and owning them (in the face).

pl_silo_a50008.jpg

Transition to the final area. This has been made larger and blu now has another way into it.

pl_silo_a30006.jpg

In red's base. Could this be the last cap point?

pl_silo_a30007.jpg

Here, the bomb mounts an elevator and blu pushes it down into the silo.

pl_silo_a30008.jpg

One way of accessing the silo

pl_silo_a50005.jpg

Level overview

I'd love to have peoples' opinions on this.
 
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Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Altaaacoo u know what you're doing, just make alternate ways, I miss some on the top of your map and your final area should have more connections and should be very interesting (cos it's the point that is most crucial)
So your final point is a bit too compact :)
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Do you have a forward spawn in this map? I kinda need some help with my forward spawns as they refuse to work for me. I hope it isn't against the rules to ask for help from another competitor on a contest map of my own.
 

Altaco

L420: High Member
Jul 3, 2008
484
120
Do you have a forward spawn in this map? I kinda need some help with my forward spawns as they refuse to work for me. I hope it isn't against the rules to ask for help from another competitor on a contest map of my own.

My forward spawns are actually fucked up too, they don't properly disable at the beginning of the map (well technically they disable but only after the first wave of people spawn at the very beginning) so I hacked together a trigger_teleport for the time being.

Also, Sniper, I've already added some more alternate routes around chokepoints.

Looks awesome, gonna play tonight. I suspect last part will have some gameplay issues due to verticality of it, but we'll see.
Yeah, I'm gonna end up doing a lot of balancing in that area. I'm figuring it won't be incredibly hard since I have some easy to change variables like cart speed, but I'm also planning on opening up the space a bit.
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
My forward spawns are actually fucked up too, they don't properly disable at the beginning of the map (well technically they disable but only after the first wave of people spawn at the very beginning) so I hacked together a trigger_teleport for the time being.

Woah me too! Exact same problem! Would you mind showing me how you made that teleport trick?

EDIT: Nevermind, I figured it out. But thanks for the idea.
 
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TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Did you guys set up the spawns correctly?

For the first spawn for each team, you must fill in the "Red/Blu spawn for round" box.

For any additional spawns, you most NOT fill out that box. Simply setting it to Owned By Team, and then the appropriate team will work. Of course, make them start disabled.

Anyways, thats what worked for me.


On another note, I really really like the detail in the third picture, with the wood hanging and whatnot. Feels like its got the appropriate decay going on.
 

Altaco

L420: High Member
Jul 3, 2008
484
120
Did you guys set up the spawns correctly?

For the first spawn for each team, you must fill in the "Red/Blu spawn for round" box.

For any additional spawns, you most NOT fill out that box. Simply setting it to Owned By Team, and then the appropriate team will work. Of course, make them start disabled.

Anyways, thats what worked for me.


On another note, I really really like the detail in the third picture, with the wood hanging and whatnot. Feels like its got the appropriate decay going on.

Ah, I had a feeling it may have something to do with that. Thanks a bunch. Now there's just that odd tracktrain bug when the bomb reaches the bottom of the silo... when it hits the bottom, it suddenly points straight down. The path_track is set to face entity direction, and that's set properly straight forward. Any idea what could cause this?
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Altaco this map is looking really cool mate. I love the detail you've put in so far, and I'm very excited to see someone making such lovely usage of the alpine style without making it look out of place.

Really, I'm a sucker for any pretty maps and this has caught my eye so far as the sexiest looking contest entry. :D

<3
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
15v15 on pl_silo_a3: We're playing this as I write, but I had to note that BLU initially respawns in RED's first spawnpoint.

[edit] Had to change maps since the two teams respawned in the same room.
 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Haha, must have caused some "interesting" situations...

I don't really like the way spawns are linked to capture point in most maps. I find it obscure at best. You should try taking full control of the spawn entities by enabling/disabling them through events.
 
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Altaco

L420: High Member
Jul 3, 2008
484
120
15v15 on pl_silo_a3: We're playing this as I write, but I had to note that BLU initially respawns in RED's first spawnpoint.

[edit] Had to change maps since the two teams respawned in the same room.

Oh dear.

That is very, very odd, I thought I fixed that.

Edit: Update!

-Fixed a number of visual oddities
-did some more detail work, mainly on the center building
-fixed spawn issues, hopefully for good

Known Issues:

-Players get stuck on the cart a lot
-Cart flips out when hitting the very top or very bottom of the silo.
 
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flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Got a pretty nice bug, cart skin was not moving but stand in the wrong side still the cart entity was moving but of course was invisible.
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
silo_a4 feedback:

The cart model doesn't move, but invisible cart entities do move. Despite this severe problem, we were able to run a few 15v15 rounds.

Issues:

The timelimit initially (7 minutes) is far too long. For the distance involved, 3.5 minutes or less is appropriate.

The respawn timers need a lot of work. By the time CP1 is taken, BLU's respawn is in the 20-second range while RED's respawn is in the 7-second range. This is completely lopsided. Disregarding the inherent imbalances around CP2 (which I'll discuss), the present respawn timers never allow BLU an opportunity to clear out an area - RED is always pouring in from a height advantage, and BLU is mostly stuck in the respawn queue.

Stickies will stick on the spawn door and remain in mid-air when the doors open:
silo2.jpg


The building shown here needs to be reconfigured so BLU has a clearer line of sight to clear out the sentry-infested area. The one-way door serves no purpose and actually hinders BLU from being able to take potshots at RED from relative safety. There's also a problem with the sightlines being far too long such that uber pushes are rendered useless because of knockback.
silo3.jpg


Two ideas to address the above issues. One is to place more obstacles around where the sentries currently are so that sentries must be built closer to the corner BLU turns. Second (and these needn't be mutually exclusive) is to extend the building so that it serves a more purpose for BLU (in addition to expanding the interior of the building so there is more breathing room), e.g.:
silo6.jpg


This position is very strong for defense, especially since it's virtually impossible for BLU snipers to get in position to counter-snipe since the forward area can be well-covered by RED sentries:
silo4.jpg


The high ledge on the right of the image gives RED a ridiculous advantage and is in dire need of some geometry to block it off. I would also strongly recommend adding a *one-way* path into the shack highlighted in the previous image:
silo5.jpg


In all the rounds of testing, BLU was never able to capture CP2, so I cannot offer feedback on the proceeding points.