pl_waste

Icarus

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Sep 10, 2008
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pl_waste_b3 (Hot Tug-O-War Action!)
by Eric "Icarus" Wong
Download from FPSBanana
Download from TF2Maps

**Waste is currently part of the (^) Custom Rotation 208.115.116.51:27016**

pl_waste_b3a.jpg


5CP Tug-o-War Payload
Waste is a new gametype in which the payload can be pushed by either team. It plays similarly to other 5-point Control Point maps, such as Well, except that it places a stronger emphasis on teamwork to push the cart and coordination to flank the enemy. These alternate routes, although longer, usually provide health and ammo pickups not normally present on the main payload track.

Please provide feedback, whether it be bug reports or even small requests.


Objective:
Escort the payload to the enemy base. Stand near the payload to make it move.

Other Notes:
Both teams can push the cart. The payload moves faster as more teammates stand near it.

pl_waste_b3b.jpg


pl_waste_b3c.jpg


pl_waste_b3d.jpg


pl_waste_b3e.jpg


pl_waste_b3f.jpg





Beta 3 Release Notes:
-Improved performance
-Widened up and added a window at the "U-turn" chokepoint
-Fixed compatibility issues with Sudden Death mode
-Teams that own more CPs than the enemy will be able to push the cart faster
-Improved lighting in dark areas
-Fixed Color Correction not working
-Removed and shifted locations of pickups between the 2nd and last points
-Round time is now capped at 6 minutes
-Raised/Removed the "ceiling clips"
-Several bug fixes

Beta 2 Release Notes:
-Improved performance
-Added more cover around the middle checkpoint
-Reduced size of healthpacks around 2nd checkpoints
-Widened up the "U-turn" chokepoint
-Rearranged final areas to make it easier for defenders to get to the upper deck
-Reduced time rewarded after each capture
-Reduced respawn times for attackers
-Added more ambient sound
-Updated tug-o-war logic
-Several bug fixes
-Download now includes a pre-bzipped file

Beta 1 Release Notes:
-Publicly released beta 1 for fine tuning


INSTALLATION:
Unpack the contents of the .rar into your tf directory. Keeping the folder system intact will allow you to see the thumbnail in the Map List.

FILES:
pl_waste_b3.bsp ;The map itself
pl_waste_b3.bsp.bz2 ;A compressed version of the map, for fast-download servers
menu_thumb_pl_waste_b3.vtf ;Map list image
menu_thumb_pl_waste_b3.vmt ;Map list thumbnail
pl_waste_b3.jpg ;Heatmap use
readme_waste_b3.txt ;This file

Special Thanks:
www.tf2maps.net -- for all their support and gameday servers
Z33W13R -- for making the grey skinned bomb cart
Clan Woof -- for being awesome


_________________________________________________

cp_waste_a1
by Eric "Icarus" Wong
Download from TF2Maps

cp_waste_a10001.jpg

_________________________________________________

arena_waste_a1
by Eric "Icarus" Wong
Download from TF2Maps

arena_waste_a10000.jpg
 
Last edited:
Aug 19, 2008
1,011
1,158
wow, looks interesting and refreshing (if you can say this about a polluted environment)
love to see a map which will turn out dirty and darkish without being a nighttime map

are you gonna implement fogged areas where the smoke is so thick that you can only see the few meters ahead?

( sry for the post in the submission thread )
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
5,441
3,814

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
We tried this tonight (15v15) -- we only played two rounds so I can't say much, but I think I can see the cart not moving backwards instantly, when the opposite team touches it, as a major balance issue. Is this possible or is there some technical limitation preventing it?
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Sounds like a great concept, it just seems like it would take an insanely good team to push the cart all the way... Imagine playing Gold Rush if RED has the ability to push the cart as well - it would be impossible.

Of course, I'm not going to say anymore before I've actually played it, and I would love it if it works.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
We tried this tonight (15v15) -- we only played two rounds so I can't say much, but I think I can see the cart not moving backwards instantly, when the opposite team touches it, as a major balance issue. Is this possible or is there some technical limitation preventing it?

VALVe has it hard coded that it's either 25 seconds, or none. It's because whenever setnumcappers changes for the Watcher, it automatically counts down from 25.

These are my options:
1. 25 second wait
2. No wait
3. Any other number, however it will not display it anywhere on the HUD. (in which case the wait should be very short, for example, 5 seconds)

What would you suggest, FM?

btw, thank you for the insanely quick feedback. Did it stalemate often? Was it difficult to get back into the game if they lost the center?

If need be, I can also change the speed of the cart. Right now it uses the default speed set in both Goldrush and Badwater.

Sounds like a great concept, it just seems like it would take an insanely good team to push the cart all the way... Imagine playing Gold Rush if RED has the ability to push the cart as well - it would be impossible.

Of course, I'm not going to say anymore before I've actually played it, and I would love it if it works.

My two resonings are:

1. Goldrush is wildly unbalanced. It is very difficult to even get past stage 1
2. Goldrush is an attack/defend map. BLU has virually no respawn time and the level is designed to give defenders a strong advantage.

With good design I intend to make this as different to Goldrush as cp_Well is to Dustbowl.
 
Last edited:

Chilly

L6: Sharp Member
May 3, 2008
326
127
btw, thank you for the insanely quick feedback. Did it stalemate often? Was it difficult to get back into the game if they lost the center?

If need be, I can also change the speed of the cart. Right now it uses the default speed set in both Goldrush and Badwater.

I think to make it work similarly to the 5CP maps, you should increase the cart speed as it passes the checkpoints. So, in the middle half of the map it would be normal speed and once it passes CP2/CP4 it increases to 1.5X or something like that. If that's possible. The reasoning is that it'll naturally get harder to push as it gets closer to the spawns, so you need some way of preventing stalemates. Modifying spawn timers is one method, but I think cart speed more closely matches what the 5CP maps do.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I think to make it work similarly to the 5CP maps, you should increase the cart speed as it passes the checkpoints. So, in the middle half of the map it would be normal speed and once it passes CP2/CP4 it increases to 1.5X or something like that. If that's possible. The reasoning is that it'll naturally get harder to push as it gets closer to the spawns, so you need some way of preventing stalemates. Modifying spawn timers is one method, but I think cart speed more closely matches what the 5CP maps do.

I would like to see if it could be balanced with the same speed first, but it's a good idea.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Icarus;

You're gonna need a rather complex entity setup. You need two separate capture zones, one for each team. When one has no cappers, set a variable on a logic entity to 0; do this for both. When a capper enters one of them (have them filtered to their respective teams) check it against the other's 'capper present' variable you just created before trying to take control of the cart. Do not have an output on the watcher to make the cart go backwards- this probably isn't necessary and can be done via logic entities if it is. Set up the capture zones like normal otherwise, with a math_remap and a logic_case changing the cart speed (and on case_1, where cappers = 0, set that other variable I discussed 'capper present' for the cart). If you do this right the cart should be able to move in both directions.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Icarus;

You're gonna need a rather complex entity setup. You need two separate capture zones, one for each team. When one has no cappers, set a variable on a logic entity to 0; do this for both. When a capper enters one of them (have them filtered to their respective teams) check it against the other's 'capper present' variable you just created before trying to take control of the cart. Do not have an output on the watcher to make the cart go backwards- this probably isn't necessary and can be done via logic entities if it is. Set up the capture zones like normal otherwise, with a math_remap and a logic_case changing the cart speed (and on case_1, where cappers = 0, set that other variable I discussed 'capper present' for the cart). If you do this right the cart should be able to move in both directions.

...

I'm sorry, I'm confused.

I already have a fully working version up (a1).
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Oh, I know how to set the entities up, I was just wondering how the 30 seconds fared.

A2 will probably have a much shorter time, like 5 seconds, or none at all.
 

Icarus

aa
Sep 10, 2008
2,245
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And that way I can keep my custom announcer sounds (granted they don't get annoying)!
 

Galago

L2: Junior Member
Sep 29, 2008
90
5
You need more arrows to guide players through the complex layout of your map. I was lost quite a few times.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Thanks for the feedback on gameday, guys.

Although I wasn't there in person, I was there in spirit (I had some friends record demos for me)

this really puts it things into perspective.

major changes I have planned are more healthpaks, lower cap times to 5 seconds, and generally making the whole map bigger

I am curious as to why nobody used the flanking routes... You get lots of stuff. More cover, more open areas, more pickups, and the height advantage.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372

That pipe changes to a low quality model at a very short distance.


The building farthest away there disappears when I approach the door.

I also noticed that sniping was a bit hard on this map. Maybe it's just me being bad at it (which I am), but there seems to be a bit too few open areas. It was hard to tell, though, since I also happened to lag insanely much and we didn't get to play a lot.