pl_waste

Icarus

aa
Sep 10, 2008
2,245
1,210
it's just bad placement. I know whats causing it and it was just a simple mistake
 

kaplan

L1: Registered
Mar 29, 2008
21
2
A4 just crashed our server during overtime. Was running smoothly with 31-32 players. We also play tested A4 in the morning with less players roughly around 20 players without any problems. I do recall during the morning run that one team constantly won and had no overtime
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Overtime crashes the server?

Very Odd. I have no idea what could be causing that.

I'll try have a look, though
 
Last edited:

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Overtime crashes the server?

Very Odd. I have no idea what could be causing that.

I'll try have a look, though

It's the func_servercrash entity that's causing that. Set its state to disabled.
 
Jan 31, 2008
555
1,482
Icarus, I played b4 yesterday.
Really nice gameplay; alot better than I thought. I imagined this gametype would be very stalematey; but it wasn't!
Only thing I thought about was the balconies at the final cp; they have this very low fence. You might want to disable collision on them.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Cool!

if anything, I'm worried that capping the center would be too powerful of an advantage!

I've learned a few things from the recent interview with Mr. Casali of Valve. He talked about using spawn timers to create a predetermined point of neutrality, and using props in hammer to find out good sentry placements and range, which I will be doing. I'll also probably Also ditch the explosion-blows-up-spawn idea, because although it is cool, nobody likes traveling the long distance to get back up. Among many changes. Be on the lookout of alpha 5.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
A pleasant surprise, I too felt it might be stalematey. Enjoyed it a lot! :D The last tunnel before the end CPS feels fairly chokey. Chance of widening it?
Keep it up!
Also, I ran around with mat_wireframe and you have a lot of opportunities to improve on optimization, won't even be that hard. Set this as a goal for beta please :)
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Beta 4 was incomplete. I've barely started on hint brushes and occluders, and I'm not satisfied with how the final are looks yet.

Glad to know that there aren't any crippling FPS drops yet!

PS. looking into the areaportal problem in RED spawn, it wasn't bad placement! I just linked it to the wrong door :stupid: :p
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I've received mixed thoughts about the final spawn room. Some complain about the long winding walk but others are just in love with the idea of blowing up the enemy spawn.

Should I keep it or ditch it?
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
We've played A4 a few times (15v15). I don't have any solid balance feedback at the moment. From the rounds I've observed, the map will typically be played on one side of the map, i.e. there's a little back and forth due to respawn waves but the cart doesn't cross over the center point. This isn't necessarily a bad thing and is preferrable to a situation in which the cart is perpetually in the middle of the map, causing he timelimit to be reached. I'll continue to run playtests...
 

Icarus

aa
Sep 10, 2008
2,245
1,210
That may be because I overcompensated thinking payload=more stalemates

But It's actually not that different from CP! :D
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Alpha 5 has been released!
Download from TF2Maps (30MB uncompressed)

-Enlarged cap 2/4 areas to free up chokepoints
-Reduced spawn times if your team is using thier headquarters to spawn
-Added more health/ammo
-Reopened sewer passageway under the middle cap
-NOTE: This version has not been compiled with HDR

http://i188.photobucket.com/albums/z200/CustomWars/pl_waste_a50013.jpg
http://i188.photobucket.com/albums/z200/CustomWars/pl_waste_a50009.jpg
http://i188.photobucket.com/albums/z200/CustomWars/pl_waste_a50011.jpg
http://i188.photobucket.com/albums/z200/CustomWars/pl_waste_a50017.jpg

I have also submitted a5 into tomorrow's tf2maps.net Please come back to offer feedback! Thanks!
 

kaplan

L1: Registered
Mar 29, 2008
21
2
Tested out A5 just now with 29-31 players and no crashes during overtime. Overtime had roughly 29 players. Did you do anything different in A5? Could the crash that occurred in A4 be a server side setting? Plugin, maybe? I just wanted to let you know that the current version played without any issues. Keep up the good work. The regulars on our server love the linear PL map concept.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I did nothing to change what happened to overtime.

It might have just been the server. Or, my dynamic entity count could have been borderline OTT, and overtime may have barely pushed it over.

Regardless, glad overtime works now.

btw, A5 is meant to address the absence of back-and-forth action. Is the balance better this time around, without being too stalematey?
 
Last edited:

kaplan

L1: Registered
Mar 29, 2008
21
2
Our server uses fast respawn so I'm not sure if my feedback would be that helpful. But with our test of A5, we had the Blu team reach all the way to the Red base, the cart reached the final room before the Red team regrouped. Then the Red team was able to push the cart back to the Blu base before overtime was reached.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Your thoughts on the gameday, anyone?

I'll be working on fixing the building in spawn problem, and increasing the speed of the cart. How much should I increase it by? 1.5x? 2x?

Everything else seems fine.
 
Last edited:

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Great map, too bad the server started lagging like crazy.

while I think that the cart needs to go faster there's a few problems. With fewer players this will result in instant steamrolling since the "attackers" have a moving dispenser and the "defenders" must have very good players to be able to regroup and counter fast enough.

On regular play tho (18-24 or more) I think a faster cart makes for a more exciting game.

Maybe make it go slower the closer it gets to the last cap? if that's possible.