Moonbase

PL Moonbase 2023-05-06

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
Moonbase - Moon, craters, bases, fights, rockets!

Space. The final frontier. Now being conquered by TF2 mercenaries! Both teams have built a base in the moon. Welcome to space mannstronauts!

RED team plans to annihilate BLU base from the moon with a rocket. BLU team is planning a counter-move - they will attempt to deliver some extra payload for the rocket, so it never takes off. PICK YOUR SIDE!

This is a first collaboration between me and my friend. We both did roughly 50% of it, swapping file between and back, while brainstorming and...
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
It's really funny to look at how the hologram for A clips with the platform above it.
 

ics

http://ics-base.net
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Jun 17, 2010
841
540
Well if that is the only thing that bothers you, you would be glad to know we will put a fix out in the next update.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Good work, but it looks too much like Earth, I don't even know why.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540

The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
Maybe you could like put a dome around the map in the 3d skybox and when the game ends of blu victory it blows up.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
There is a dome inside skybox, though it does not explode.

And i should update this thread, it appears i've forgotten to do it. Newest version is rc1 and this b8 is 3 versions behind.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540

ics

http://ics-base.net
aa
Jun 17, 2010
841
540

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
RC2 changes:

- Replaced the default payload cart with a new space themed one by AsG_Alligator
- Added proper collision for those shiny space cube models
- Added missing doorframe on RED base
- Fixed odd shadows in the tracks
- Fixed some door frames being non-solid in part
- Fixed some of the odd robot movement in outside map areas
- Fixed BLU 2nd spawn door opening too slowly
- Enhanced BLU 1st spawn area to be more space-themed as well as rest of the map
- General miscellaneous improvements on visual side
- Improved clipping on all areas

More might be on the future at the workshop page: https://steamcommunity.com/sharedfiles/filedetails/changelog/601801525

Read the rest of this update entry...
 

ics

http://ics-base.net
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Jun 17, 2010
841
540
- Fixed exploit with sentry being able to build through door
- Fixed one door frame being non-solid near starbridge point
- Fixed some door frames not having better clipping
- Fixed some textures that were badly aligned
- Fixed some holes next to door in 1st BLU base
- Added couple of rocks for visual improvement
- Improved clipping
- Improved bot nav mesh

Thanks to Boonie for the exploit and door frame report!

Read the rest of this update entry...
 

A Ninja

L1: Registered
Nov 21, 2014
28
4
The server I'm on hasn't updated to RC3 yet, but since the changelog doesn't list my issues in it, I'm assuming it is still the case. Overall this is a really fun map with a very underused theme, and I enjoy it quite a bit. That is, until the last point. After capping C, blu essentially has to continue pushing the cart right past red spawn, with the door right before point C allowing a flanking right for red right when they leave spawn. From what I've seen, if that door right before point C (at the top of the ramp, opposite red spawn exit) closed after blu capped it, it would make the last point much more competitive for blue. Either that, or an alternative flanking route for blue from a different direction.
 
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ics

http://ics-base.net
aa
Jun 17, 2010
841
540
The server I'm on hasn't updated to RC3 yet, but since the changelog doesn't list my issues in it, I'm assuming it is still the case. Overall this is a really fun map with a very underused theme, and I enjoy it quite a bit. That is, until the last point. After capping C, blu essentially has to continue pushing the cart right past red spawn, with the door right before point C allowing a flanking right for red right when they leave spawn. From what I've seen, if that door right before point C (at the top of the ramp, opposite red spawn exit) closed after blu capped it, it would make the last point much more competitive for blue. Either that, or an alternative flanking route for blue from a different direction.

About that door - BLU has a chance to push through the one way door but it can be hard if there is a sentry near that suggested closed door shooting at it. Closing that door would help but also ubered medic going first can solve this and the ubered player can take it out. Engineer also has the ability to build teleporter behind the one-way door even,relatively safe spot and have people push through from that. Or even more forward up to the ramp which can be harder to hold and more risky. The RED team has significantly longer respawn time and there is also another flank route for BLU to use, under and up to the cliffside. Granted, none of these are easy solutions and thats what the last point is all about. Either getting it, or not getting it. The gameplay has been adjusted so, that it is doable to take over the last but also hold it. Its all depending from the teams and their skills. We can only go so far in the map side of thiongs.

However, if that door that you suggest would be closed, then RED basically has only one spot to push on and hold on. Blue can quite easily take over the last one or alternatively depending on teams, RED can keep the long C point corridor forever not allowing any BLU team coming longer than the one way door and push everyone off from using the cliffside route. This way the suggested closed door can also be a gateway for BLU team to push forward, not just bottleneck the whole map into that small corridor and one side route.

There were experiments during the development of a third route, which you can see at the side of the last pit. But it was redeemend too open and would have made the map more complex to understand and too long and exposed to travel on. It would have come up from the inside spot where cart travels just before the last straight push to the pit, and entrance would have been around that underside route. Now it is left there as decoration. There also was another idea of exit from RED base towards the round closed door at the end of the closed glass pit but that was also discarded during the development. We tried several things and while the map kind of became quite small, its something that has tight spots but also open areas to fight for. There is no other map like this one out there. We hid several things in it like moving robots ,flying ufo's, things like that that observative players can find. So for now, i'm leaving the map as it is due to these reasons i posted. At some point a map just has to be let go and moved to other things. But we do care for this, which is why we will address bugs and issues that will be found in the future tooo.

This was and is clearly our and my most rated,voted and subscribed TF2 map in the workshop. A lot of people liked the theme. I would like to use the theme again in a future map but so far i've been making other style of maps that have interested me the most. Most of the models also were pain in the butt to use, as most of the models valve created, have no collision. So we manually had to create one close enough from making brushes at the size of each prop, stopping bullets and rockets among players going through them. There were also editing of some of the models to fit to our needs, like making some doorways bigger and making extra doors and holes into the models. While i talk as "we" - i refer to myself and my friend. This map was basically made by swapping file forth and back after 2-5 days, each one creating whatever we saw necessary and then continued the work another started or changed it completely. Really interesting way to create a map, and we started around right end of the year and the map was already in beta 9 stages at the mid of february where it stayed long time untill we did changes upon feedback and our own experience on it. But right now its at a spot where I am happy about it.

Thanks for your feedback.
 

A Ninja

L1: Registered
Nov 21, 2014
28
4
I know that this is quite the belated response, but I just wanted to thank you for that detailed explanation of your design decisions, and I really appreciate you and your friend making use of a neglected theme and really bringing it to life.