[WIP] ctf_Aerospace

YM

LVL100 YM
aa
Dec 5, 2007
7,135
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I think the exact opposite, the longer route should have the height advantage over the shorter route, thus giving the longer route an advantage, otherwise whats the point.
Yup, bang on the money there. All the routes need to be justifiable, longer needs to be supported by its quieter for spies or has a height advantage whilst the shortest route needs a dissadvantage like its the most busy so you're far more likely do die here, etc..
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I want the map to stay roughly the same as much as possible so here's what I did:
*Note* I'm not a very good optimizer myself so this may not be any help at all *end note*

ctf_aerospace_b40000_edit2.jpg

Basically I've just moved the middle part up along with the mountain so that It blocks vis from base to base.
tunnel area would have to be disconnected from the bridges since the distance got to great (It's just a great way to get lost if it stays).

Respawns needs to be moved closer to the bridge area so that the tunnel stays as a secondary route and not become the main passage.

Small house moved so scouts can double jump to the hangar roof.

Billboard moved to prevent sniping into the base.

White lines represent hint brushes. The 3 white "???" Symbolize my ability to judge whether this is a good idea or not.
I just don't want this map to become too large again, which I think it will with the L shape idea (that also makes the tunnel the shortest route..)
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Thanks a lot for all the suggestions guys, I really appreciate it and they have given me new perspectives on how to solve the issue at hand.

I'm trying my best to keep the map as close to the original and fix the PVS problems. I'm having a particular hard time with the hangar since there can be no solid walls inside of it and the ceiling is made of props and has holes in it.

The cave area will not anymore be connected to the cliff area, and the intel room tower had to suffer some small changes to the second level so that if you are inside the hangar visibility is cut-off to the third floor. The Intel room though is one of the key pieces of the map and I'll keep it as closely to the original as I can.

About those of you that where not in chat the other day. They were not very specific about what was wrong with the map, and starting over from zero is more something I thought of and would be easier to fix the issues for good instead of trying to hack something on the map and making more issues arise.

Here's a slightly changed part of the response I got. They never said that the map was going to be released, but rather that it wasn't going to be release in it's current state.
We've been playing aerospace a bit lately, in our recent testing of a variety of TF2 maps, and having a bunch of fun with it. We'll grab the latest version before we play again. One piece of advice we'd have for your future maps is to break up your spaces a little more so that your PVS is more distributed: Aerospace is almost one big PVS, which makes its performance pretty hefty, both in terms of rendering & networking.
 

Codax

L1: Registered
Dec 17, 2008
7
1
Playing this map as a Pyro on gameday was excellent! I loved pushing people off the edges. Overall I had a good time, all your custom props were really inspring. I especially love how natural your waterfall/stream flowed... however bacony as it was ^.^
 

Tinker

aa
Oct 30, 2008
672
334
Maybe a bit radical, but have you thought about making this map a cp map, with three caps, one in each base and one in the cave, á la cp_oilfield? I'm not sure whether this would work, but it might just instantly save you from any problem you have balancing it. As far as I can see now, once a scout gets ahead with the intelligence, he's got it. Of course, this is a common problem with ctf, but with a very open map such as this it is a bit of a problem.
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Now that I've played this a little more and compared this to other maps like 2fort, and CTF_Well, I can easily say that this map is pretty long and hard to optimize compared to them. You need to shorten the distance between the bases (the caves can lead directly into the base and stay as long as they are now) but the outside areas need some reworking. Because the distance is so long and so much is being rendered, it creates a ton of lag for everyone on the server.

Otherwise, fantastic work as always with this map.
 

NoHeroes

L2: Junior Member
Oct 16, 2008
94
53
I just put this map up on our CTF server, and everyone seems to like it. There is one issue, however. For some reason, when the round ended with red having 2 caps, and blue 0, it said blue won.

What would make it say the team with LESS points won the round?
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
a team only gets a point for every round they win (3 capped intels).

I guessing you had already played one round which blue won. Then in the next round red had 2 captures but 0 rounds won when the timelimit said "game over". in short blue won more rounds than red.
 

Tinker

aa
Oct 30, 2008
672
334
Got to playing _b4, and it's much, much MUCH better. Well done, it's much more traversable now.

A few things
- At the right of each bunker (coming from the other side) where you can go the the roof, it's not really smooth to go up. Often, you'll bump against an edge of the ramp and fall down.

- The cave still has fps drops, but I guess you knew that.
 

Tinker

aa
Oct 30, 2008
672
334
ctf_aerospace_b40000.jpg

People got stuck there twice in the same game.

Also, an idea; close off the outside entrance to the tunnel, but create one on the lowest level of the bridge (under the roof). That way, people have a reason for going there and it might help with fps.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Rumor has it that this map will be released alongside Valve's new official map...

Evidence:

1) Valve didn't title the post with watchtower and junction "community maps", leaving open the possible inclusion of more customs.

2) According to various sources, the map to be included has an entity by someone other than the mapper, which Valve had to purchase the rights to... curious.



I REALLY HOPE SO! <33
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Hey guys, I'm still working on aerospace, but I've been quite busy with other projects lately and haven't had the time to finish off the next release.

If Aerospace gets released in an update I guess I'd be most surprized by it :D

As far as I know, it is not going to be officially released anytime soon.

I promise I'll make an effort and bring up the next release :)